我试图在y轴上拖动一个精灵,但是根据触点在节点上的开始位置,使精灵“粘住”用户手指。 精灵当前正在拖动,但似乎是将精灵的锚点捕捉到节点内的触摸位置。
我假设它与通过[touch locationInNode:selectedNode];
获取节点内的位置有关,但我不确定从那里去哪里。
这是我目前的代码。
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
CGPoint newPosition = CGPointMake(node.position.x, location.y);
if ([node.name isEqualToString:self.selectedNode] ) {
if (newPosition.y > 230) {
newPosition.y = 230;
}
node.position = newPosition;
}
}
}
答案 0 :(得分:3)
您需要根据节点上的当前触摸位置偏移newPosition。
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches)
{
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:self.selectedNode] )
{
CGPoint previousLocation = [touch previousLocationInNode:self];
float diff = location.y - previousLocation.y;
CGPoint newPosition = CGPointMake(node.position.x, node.position.y + diff);
if (newPosition.y > 230) {
newPosition.y = 230;
}
node.position = newPosition;
}
}
}
答案 1 :(得分:1)
有几种方法可以做到这一点。下面的示例代码跟踪用户的触摸位置,并在更新方法期间将精灵移动到该位置。您可以修改代码以仅在y轴或x轴上移动。
@implementation MyScene
{
SKSpriteNode *object1;
CGPoint destinationLocation;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
[self createObject];
destinationLocation = CGPointMake(300, 150);
}
return self;
}
-(void)createObject
{
object1 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(50, 50)];
object1.position = CGPointMake(300, 150);
[self addChild:object1];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
destinationLocation = [touch locationInNode:self.scene];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
destinationLocation = [touch locationInNode:self.scene];
}
-(void)update:(CFTimeInterval)currentTime
{
float x = fabs(object1.position.x - destinationLocation.x);
float y = fabs(object1.position.y - destinationLocation.y);
float divider = 0;
if(x > y)
{
divider = x;
} else
{
divider = y;
}
float xMove = (x/divider)*8; // change number to increase or decrease speed
float yMove = (y/divider)*8; // change number to increase or decrease speed
if(object1.position.x > destinationLocation.x)
object1.position = CGPointMake(object1.position.x-xMove, object1.position.y);
if(object1.position.x < destinationLocation.x)
object1.position = CGPointMake(object1.position.x+xMove, object1.position.y);
if(object1.position.y > destinationLocation.y)
object1.position = CGPointMake(object1.position.x, object1.position.y-yMove);
if(object1.position.y < destinationLocation.y)
object1.position = CGPointMake(object1.position.x, object1.position.y+yMove);
}
@end