Folder of images: create and fill SKShapeNodes, 1 of each

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栀梦
栀梦 2020-12-20 05:25

Is it possible to create a folder and have SpriteKit go through that folder, find each image (regardless of name), and create a SKShapeNode for each in that folder (regardle

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  •  伪装坚强ぢ
    2020-12-20 05:58

    Too many requests , so I try to help you with some code:

    Create a folder:

    func createDir(folderName:String) {
            let fileManager = FileManager.default
            if let directory = fileManager.containerURL(forSecurityApplicationGroupIdentifier: "APP_GROUP_IDENTIFIER") {
                let newDirectory = directory.appendingPathComponent(folderName)
                try! fileManager.createDirectory(at: newDirectory, withIntermediateDirectories: false, attributes: nil)
            }
    }
    

    Now you have your folder so you can decide to save a file or to copy one file from documents to this new directory. I make an example for the last one.

    Copy a file:

    let fileManager = FileManager.default
    do {
       try fileManager.copyItem(atPath: "hero.png", toPath: "subfolder/hero.swift")
    }
    catch let error as NSError {
       print("Something went wrong: \(error)")
    }
    

    Now you want to know how to extract all files from a directory.

    Extract all files from a directory:

    func extractAllFile(atPath path: String, withExtension fileExtension:String) -> [String] {
            let pathURL = NSURL(fileURLWithPath: path, isDirectory: true)
            var allFiles: [String] = []
            let fileManager = FileManager.default
            if let enumerator = fileManager.enumerator(atPath: path) {
                for file in enumerator {
                    if #available(iOS 9.0, *) {
                        if let path = NSURL(fileURLWithPath: file as! String, relativeTo: pathURL as URL).path
                            , path.hasSuffix(".\(fileExtension)"){
                            allFiles.append(path)
                        }
                    } else {
                        // Fallback on earlier versions
                    }
                }
            }
            return allFiles
        }
    

    Usage:

    let folderPath = Bundle.main.path(forResource: "Images", ofType: nil)
    let allPngFiles = extractAllFile(atPath: folderPath!, withExtension: "png") // returns file path of all the png files inside the folder
    

    After that, you can create an array of SKShapeNode based from allPngFiles using fillTexture with a SKTexture created from each image and give to each node the name of the file used (so you know at the end also how many nodes you have created from array.count).

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