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Can someone provide an example of how to progressively blur a SKSpriteNode's image using Apple's Sprite Kit? For instance, let's say the user touches a button on the screen which will then trigger the background to slowly (i.e. progressively) blur until it reaches a specific threshold. Ideally, I would like to reverse the process too (e.g. allow the user to unblur the image by touching the same button).

blueicecream
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1 Answers1

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There are two possible paths to take on this, both use SKEffectNodes

SKEffectNodes allow you to apply CI Filters to a node.

There is a CI Filter for Gaussian Blur. So Create a SKEffectNode, and assign it a blur filter, then add the button as a child.

How do you animate it?

Use SKAction to create a custom action, and change the parameters of filter, however, this can be slow and doesn't always give the 'progressive' blur effect you might expect, so what I do is this:

I create a filter and SKEffectNode like described above, then I render the result to a Texture, using SKView.textureForNode. I then add the resulting texture to an array, after that I loop this, continuinng to apply the blur effect on top of the previous image created, until I have a set number of frames. Then use the textures created to make an animation with SKAction.animateWithTextures. In my experience, this comes out very nicely.

AwDogsGo2Heaven
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