I have managed to draw a line with array of my random CGPoints.
-(void)drawLine
{
SKShapeNode *mainLine = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw, NULL, 0, 0);
for(int i;i<pointsInMyView.count;i++)
{
CGPoint myPoint = [pointsInMyView[i] CGPointValue];
CGPathAddLineToPoint(pathToDraw, NULL, myPoint.x, myPoint.y);
mainLine.path = pathToDraw;
}
[mainLine setLineWidth:40];
[mainLine setStrokeColor:[SKColor whiteColor]];
mainLine.name = @"mainLine";
[self addChild:mainLine];
}
As you can see I am drawing a SKShapeNode. My goal is to check collision of my SKSpriteNode with my line. But of course, this shape node makes a frame that contains all points of my line, and in this case my ShapeNode is all over my view. My SpriteNode detects collision with this ShapeNode all the time. I should draw multiple different ShapeNodes I guess, so every node would have its own frame. But if i do it this way, my line is not connected. Is there some solution to draw this node by node and still get nice line.
[pointsInMyView]? - Steve Ives