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i am moving my sknode around a circle created with this code:

    circleDiameter = 300;
    pathCenterPoint = CGPointMake(self.position.x - circleDiameter/2, self.position.y - circleDiameter/2);

    UIBezierPath *circlePath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(pathCenterPoint.x, pathCenterPoint.y, circleDiameter, circleDiameter) cornerRadius:circleDiameter/2];
    self.actionClockwise = [SKAction followPath:circlePath.CGPath asOffset:false orientToPath:true duration:2];
    self.circleActionForever = [SKAction repeatActionForever:self.actionClockwise];
    [self runAction:self.actionCounterClockwise withKey:@"circleActionForever"];

And everything is working. Now i want that when an user tap on the screen to revert the direction and move the node in counterClockwise. I did that by running the same action with .reversedAction command.

But the action always restart from the start point.

I want to know if there is some kind of method to make start the animation from the point where the old animation is when the user tap on the screen?

1 Answers1

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A UIBezierPath is composed by path Elements where the first is moveToPoint that , as explained in the official document, starts a new subpath at a specified location in a mutable graphics path.

So, unfortunately is not enough doing:

UIBezierPath *circlePathReversed = [circlePath bezierPathByReversingPath];

because when you stop your circle from following the path, the actual position of the circle is not the same of the moveToPoint point (coordinates x and y).

However you could rebuild your path retrieving all elements and re-starting from the actual circle position.

void MyCGPathApplierFunc (void *info, const CGPathElement *element) {
    NSMutableArray *bezierPoints = (__bridge NSMutableArray *)info;

    CGPoint *points = element->points;
    CGPathElementType type = element->type;

    switch(type) {
        case kCGPathElementMoveToPoint: // contains 1 point
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            break;

        case kCGPathElementAddLineToPoint: // contains 1 point
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            break;

        case kCGPathElementAddQuadCurveToPoint: // contains 2 points
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[1]]];
            break;

        case kCGPathElementAddCurveToPoint: // contains 3 points
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[0]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[1]]];
            [bezierPoints addObject:[NSValue valueWithCGPoint:points[2]]];
            break;

        case kCGPathElementCloseSubpath: // contains no point
            break;
    }
}

Usage:

NSMutableArray *bezierPoints = [NSMutableArray array];
CGPathApply(circlePath.CGPath, bezierPoints, MyCGPathApplierFunc);
Alessandro Ornano
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