//更新 已添加的更新代码按预期工作。请参阅下面更新的代码中的didSimulatePhysics方法。在我的例子中,我只关心在x轴上向左或向右移动一个字符,其中x轴上的0是x轴上的绝对左边和右边是可配置的值。苹果冒险游戏确实帮了很多。
//以下原始帖子
我正在使用Apple SpriteKit,我正在努力实现一个我希望它表现的相机。我在代码中所做的是加载精灵字符,两个按钮和一个红色框,它在开始时位于视图外部的右侧。我希望能够做的是用按钮移动角色,一旦玩家到达屏幕的中间或末端,摄像机将重新调整以发现视图中无法看到的内容。所以向右移动应该最终显示一旦玩家到达那里,最初在视图之外的红色框。但是,根据我在下面使用的代码,我无法让相机跟随并调整主角的坐标。我看过Apple的高级场景处理文档以及其他一些堆栈溢出帖子,但似乎无法做到正确。如果有人能提出一些建议,我们将不胜感激。
#define cameraEdge 150
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
/* Setup your scene here */
//320 568
self.backgroundColor = [SKColor whiteColor];
myWorld = [[SKNode alloc] init];
[self addChild:myWorld];
mainCharacter = [SKSpriteNode spriteNodeWithImageNamed:@"0"];
mainCharacter.physicsBody.dynamic = YES;
mainCharacter.name = @"player";
mainCharacter.position = CGPointMake(20, 20);
CGRect totalScreenSize = CGRectMake(0, 0, 800, 320);
SKSpriteNode *box = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(60, 60)];
SKSpriteNode *boxTwo = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:CGSizeMake(60, 60)];
SKSpriteNode *boxThree = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(60, 60)];
boxThree.position = CGPointMake(40, 50);
[myWorld addChild:boxThree];
boxTwo.position = CGPointMake(1100, 50);
box.position = CGPointMake(650, 50);
[myWorld addChild:box];
[myWorld addChild:boxTwo];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:totalScreenSize];
self.physicsWorld.gravity = CGVectorMake(0, -5);
mainCharacter.name = @"mainCharacter";
mainCharacter.physicsBody.linearDamping = 0;
mainCharacter.physicsBody.friction = 0;
mainCharacter.physicsBody.restitution = 0;
mainCharacter.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:mainCharacter.size];
[myWorld addChild:mainCharacter];
[self addChild:[self buildLeftButton]];
[self addChild:[self buildRightButton]];
}
return self;
}
- (void)didSimulatePhysics
{
SKSpriteNode *hero = mainCharacter;
if(hero)
{
CGPoint heroPosition = hero.position;
CGPoint worldPosition = myWorld.position;
NSLog(@"%f", heroPosition.x);
CGFloat xCoordinate = worldPosition.x + heroPosition.x;
if(xCoordinate < cameraEdge && heroPosition.x > 0)
{
worldPosition.x = worldPosition.x - xCoordinate + cameraEdge;
self.worldMovedForUpdate = YES;
}
else if(xCoordinate > (self.frame.size.width - cameraEdge) && heroPosition.x < 2000)
{
worldPosition.x = worldPosition.x + (self.frame.size.width - xCoordinate) - cameraEdge;
self.worldMovedForUpdate = YES;
}
myWorld.position = worldPosition;
}
}
-(SKSpriteNode *)buildLeftButton
{
SKSpriteNode *leftButton = [SKSpriteNode spriteNodeWithImageNamed:@"left"];
leftButton.position = CGPointMake(20, 20);
leftButton.name = @"leftButton";
leftButton.zPosition = 1.0;
return leftButton;
}
-(SKSpriteNode *)buildRightButton
{
SKSpriteNode *leftButton = [SKSpriteNode spriteNodeWithImageNamed:@"right"];
leftButton.position = CGPointMake(60, 20);
leftButton.name = @"rightButton";
leftButton.zPosition = 1.0;
return leftButton;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if([node.name isEqualToString:@"leftButton"])
{
[mainCharacter.physicsBody applyImpulse:CGVectorMake(-120, 0)];
}
else if([node.name isEqualToString:@"rightButton"])
{
[mainCharacter.physicsBody applyImpulse:CGVectorMake(120, 10)];
}
}
答案 0 :(得分:22)
如果您希望视图始终以您的播放器位置为中心,请记住以下几点修改您的代码:
1)创建一个SKNode并将其命名为myWorld,worldNode或任何其他名称。
2)添加worldNode [self addChild:worldNode];
3)将所有其他节点添加到worldNode,包括您的播放器。
4)在didSimulatePhysics
方法中,添加以下代码:
worldNode.position = CGPointMake(-(player.position.x-(self.size.width/2)), -(player.position.y-(self.size.height/2)));
您的视图现在将始终以您的玩家的位置为中心。
2015年5月更新:
如果您使用的是使用Tiled Map Editor创建的地图,则可以使用免费的SKAToolKit framework。功能包括玩家相机自动跟踪,测试播放器,测试HUD和精灵按钮。