我目前声明了以下函数,它们将节点移动到在场景的更新函数中调用的目标位置(在这种情况下,我不能使用SKAction.moveTo)< / p>
func moveTowardsPosition(targetPosition: CGPoint, withTimeInterval timeInterval: NSTimeInterval) {
let currentPosition = self.position
var deltaX = targetPosition.x - currentPosition.x
var deltaY = targetPosition.y - currentPosition.y
var maximumDistance = 3 * CGFloat(timeInterval)
moveFromCurrentPosition(currentPosition, byDeltaX: deltaX, deltaY: deltaY, maximumDistance: maximumDistance)
}
func moveFromCurrentPosition(currentPosition: CGPoint, byDeltaX dx: CGFloat, deltaY dy: CGFloat, maximumDistance: CGFloat) {
let targetPosition = CGPointMake(currentPosition.x + dx, currentPosition.y + dy)
var distRemaining = hypot(dx, dy)
if distRemaining < maximumDistance {
position = targetPosition
} else {
let x = currentPosition.x * maximumDistance
let y = currentPosition.y * maximumDistance
position = CGPointMake(x, y)
}
}
(这些是从苹果“冒险”游戏中略微修改过的)
我的问题是 moveCurrentPosition 函数中的这些行。
let x = currentPosition.x * maximumDistance
let y = currentPosition.y * maximumDistance
position = CGPointMake(x, y)
基本上,我不知道将x和y设置为什么值,以便位置代表正确的位置。 在Apple的例子中,他们将它乘以maximumDistance - angle。角度变量是一个仅影响资产轮换的值,但我的资产是“静态的”,并且没有多个位置 - 只有1个。
考虑到这一点,我将 x 和 y 设置为什么,以便它们代表正确的位置?
(你可以在这里看到Apple的例子:https://developer.apple.com/library/prerelease/ios/samplecode/Adventure-Swift/Listings/Swift_Adventure_Adventure_Shared_Sprites_Character_swift.html)
答案 0 :(得分:2)
我目前声明了以下用于移动节点的函数 到更新功能中调用的目标位置 场景(在这种情况下,我不能使用SKAction.moveTo)
在这样的场景中,你是不正确的SKActions
。我发现您正在尝试将node
移至某个位置而不使用SKActions
。我不太了解您发布的代码所遇到的问题。但是,我编写了一个小示例项目,演示如何在没有SKActions
的情况下将节点移动到更新函数中的某个位置。在这个示例项目中,我有一个精灵移动到当前触摸位置。您可以设置节点行进的速度以及速度的应用速率。你可以尝试搞乱率来获得正确的游戏感觉。当节点到达目标位置时,您还需要处理这种情况(同样,这取决于您的游戏)。
如果您有任何疑问,请与我联系。
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode!
var travelPoint: CGPoint = CGPoint() //The point to travel to.
let travelSpeed = CGVector(dx: 200, dy: 200) //The speed at which to travel.
let rate:CGFloat = 0.1 //1.0 Completely responsive. 0.0 Completely unresponsive. I set this value to < 1 to smooth the application of motion.
override func didMoveToView(view: SKView) {
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sprite = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 50, height: 50))
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
sprite.position = CGPoint(x: self.size.width/2.0, y: self.size.height/2.0)
sprite.physicsBody?.affectedByGravity = false
self.addChild(sprite)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
travelPoint = location
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
travelPoint = location
}
override func update(currentTime: CFTimeInterval) {
let disp = CGVector(dx: travelPoint.x-sprite.position.x, dy: travelPoint.y-sprite.position.y)
let angle = atan2(disp.dy, disp.dx)
let vel = CGVector(dx: cos(angle)*travelSpeed.dx, dy: sin(angle)*travelSpeed.dy)
let relVel = CGVector(dx: vel.dx-sprite.physicsBody!.velocity.dx, dy: vel.dy-sprite.physicsBody!.velocity.dy)
sprite.physicsBody!.velocity = CGVector(dx: sprite.physicsBody!.velocity.dx+relVel.dx*rate, dy: sprite.physicsBody!.velocity.dy+relVel.dy*rate)
}
}