我正在用精灵套装制作一个游戏,为了移动我的角色,我正在施加冲动,但这是一个问题因为每隔50个左右移动他一次。我的问题是,有人可以告诉我如何制作一个简单的角色控制器,这样我的角色可以持续移动,直到用户离开屏幕为止?
我的GameScene.swift文件:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let character = SKSpriteNode(texture: SKTexture(imageNamed: "character"))
var move = false
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//world
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
//character
character.position = CGPointMake(self.frame.size.width * 0.6, self.frame.size.height * 0.6)
character.setScale(0.2)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(self.frame.size.width * 0.6, CGRectGetMidY(self.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(self.frame.size.width * 0.4, self.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame) + platform3.size.height / 3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: -50, dy: 0))
} else if location.x > CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
}
}
func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
character.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
};
}
答案 0 :(得分:0)
实现此目的的一种方法是维护变量以跟踪触摸事件的状态(左,右或无)。以下是基本步骤:
touchesBegan
中,将触摸状态变量设置为左侧或右侧update
中,在用户触摸屏幕时连续施加冲动touchesEnded
中,重置触摸状态变量这是一个如何实现这个的例子......
高于GameScene
类定义,添加以下内容
enum TouchState {
case Left
case Right
case None
}
在GameScene
中,添加以下变量
var touchLocation:TouchState = .None
在GameScene
中,添加或替换以下方法
override func update(currentTime: CFTimeInterval) {
// Apply impulse to physics body while users is touching the screen
switch (touchState) {
case .Left:
character.physicsBody?.applyImpulse(CGVector(dx: -1, dy: 0))
case .Right:
character.physicsBody?.applyImpulse(CGVector(dx: 1, dy: 0))
case .None:
break
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch:AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame) {
touchState = .Left
} else if location.x > CGRectGetMidX(self.frame) {
touchState = .Right
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
// Update touch status
touchState = .None
}
这是GameScene.swift ......
import SpriteKit
enum TouchLocation {
case Left
case Right
case None
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var character = SKSpriteNode(imageNamed: "character")
var touchLocation:TouchLocation = .None
override func didMoveToView(view: SKView) {
/* Setup your scene here */
scaleMode = .ResizeFill
//character
character.position = CGPointMake(view.frame.size.width * 0.5, view.frame.size.height * 0.5)
character.setScale(0.1)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(view.frame.size.width * 0.6, CGRectGetMidY(view.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(view.frame.size.width * 0.4, view.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMinY(view.frame) + platform3.size.height / 3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
switch (touchLocation) {
case .Left:
character.physicsBody?.applyImpulse(CGVector(dx: -1, dy: 0))
case .Right:
character.physicsBody?.applyImpulse(CGVector(dx: 1, dy: 0))
case .None:
break
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch:AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame) {
touchLocation = .Left
} else if location.x > CGRectGetMidX(self.frame) {
touchLocation = .Right
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
touchLocation = .None
}
}