我看到这个answer关于如何使用SKAction顺时针方向跟随Circle CGPathRef。
矩形路径怎么样?默认值为逆时针方式:
CGPathRef square = CGPathCreateWithRect(CGRectMake(pathOriginX,pathOriginY,pathWidthX,pathHeightY), NULL);
SKAction *followTrack = [SKAction followPath:square asOffset:NO orientToPath:YES duration:completeOnePathDuration];
尝试更改终点但结果是一样的。
答案 0 :(得分:1)
简答:反向运行动作,按照相反方向的路径
[sprite runAction:[followTrack reversedAction]];
长答案: followPath SKAction遵循路径的构建方向。如果您希望精灵沿顺时针或逆时针方向沿矩形路径移动,则相应地构建路径。或者,您可以使用reverseAction方法跟踪与构建方向相反的路径。以下是两种方法的示例。
BOOL clockwise = YES;
BOOL reversedActionMethod = NO;
CGRect rect = CGRectMake(CGRectGetWidth(self.frame)/2-50,CGRectGetHeight(self.frame)/2-50, 100, 100);
SKAction *followTrackCW = [SKAction followPath:[self clockwiseRectanglePathWithRect:rect] asOffset:NO orientToPath:YES duration:5];
SKAction *followTrackCCW = [SKAction followPath:[self counterClockwiseRectanglePathWithRect:rect] asOffset:NO orientToPath:YES duration:5];
if (!reversedActionMethod) {
if (clockwise) {
[sprite runAction:followTrackCW];
}
else {
[sprite runAction:followTrackCCW];
}
}
else {
if (clockwise) {
[sprite runAction:[followTrackCCW reversedAction]];
}
else {
[sprite runAction: followTrackCCW];
}
}
在场景坐标(CCW在视图坐标中)中以顺时针顺序构建矩形路径
- (CGPathRef) clockwiseRectanglePathWithRect:(CGRect)rect
{
CGFloat x = rect.origin.x;
CGFloat y = rect.origin.y;
CGFloat width = rect.size.width;
CGFloat height = rect.size.width;
UIBezierPath* bezierPath = UIBezierPath.bezierPath;
[bezierPath moveToPoint: CGPointMake(x, y)];
[bezierPath addLineToPoint: CGPointMake(x, y+height)];
[bezierPath addLineToPoint: CGPointMake(x+width, y+height)];
[bezierPath addLineToPoint: CGPointMake(x+width, y)];
[bezierPath closePath];
return bezierPath.CGPath;
}
使用内置方法在场景坐标(和视图坐标中的CW)中以逆时针顺序构造矩形路径。
- (CGPathRef) counterClockwiseRectanglePathWithRect:(CGRect)rect
{
UIBezierPath* bezierPath = [UIBezierPath bezierPathWithRect:rect];
return bezierPath.CGPath;
}