如何在Swift 2.0中将基本矢量应用于物理体

时间:2015-07-21 14:43:05

标签: ios swift sprite physics

我正在做一个非常简单的太空游戏;我似乎无法让最后一行工作。理想情况下,我希望在触摸屏幕时让空间向上移动。这是我的代码:

func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
   /* Called when a touch begins */

    for touch: AnyObject in touches {

        touch.locationInNode(self)

        spacey.physicsBody!.velocity = (CGVectorMake(0, 0))

        spacey.physicsBody!.applyImpulse(0, atPoint: 25)

有没有人知道如何做到这一点?

1 个答案:

答案 0 :(得分:0)

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
   /* Called when a touch begins */

    for touch in touches {
        _ = touch.locationInNode(self)

        spacey.physicsBody!.velocity = CGVectorMake(0, 0)
        spacey.physicsBody!.applyImpulse(CGVectorMake(0, 25))

解决方案是在触摸中改变触摸以在swift 2.0中使用_