如何在SpriteKit中使用触摸移动MULTIPLE图像?

时间:2015-07-27 14:07:06

标签: ios swift sprite-kit touch

所以我在Swift中制作这个游戏,并且我已经在'GameScene.swift'文件中包含了我所做的代码。 我有4个不同的对象,需要在每0.2秒后在运行时重新创建(甚至不知道如何做到:/),但是使用我目前拥有的代码,如果我尝试移动'coin20', 'coin100'或'coin50'图像,它们不会移动,只有'coin10'被移动到它们的位置并且太敏感,所以它只是疯狂地移动而其他图像是静态的。 我希望这个问题足够具体,因为我过去的问题并没有得到答复者的好评,如果不是,请告诉我如何改进,我只是编程的初学者。 谢谢

代码:

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {

var coin10 = SKSpriteNode(imageNamed: "10S.png")
var coin100 = SKSpriteNode(imageNamed: "100S.png")
var coin50 = SKSpriteNode(imageNamed: "50S.png")
var coin20 = SKSpriteNode(imageNamed: "20S.png")
var wall1 = SKSpriteNode(imageNamed: "Wall1.png")
var wall2 = SKSpriteNode(imageNamed: "Wall2.png")
var bar = SKSpriteNode(imageNamed: "Bar.png")

var scorelabel = SKLabelNode()
var score = 0

var touchPoint: CGPoint = CGPoint()
var touching: Bool = false

enum ColliderType:UInt32 {
    case coin = 1
    case wall = 2

}

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    //Adding coin10
    coin10.position = CGPointMake(self.size.width / 2, self.size.height / 5)
    coin10.physicsBody = SKPhysicsBody(circleOfRadius: coin10.size.width/2)
    coin10.physicsBody!.affectedByGravity = false
    coin10.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin10.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin10.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin10.physicsBody!.dynamic = true
    self.addChild(coin10)

    //Adding coin100
    coin100.position = CGPointMake(self.size.width / 1.7, self.size.height / 5.1)
    coin100.physicsBody = SKPhysicsBody(circleOfRadius: coin100.size.width/2)
    coin100.physicsBody!.affectedByGravity = false
    coin100.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin100.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin100.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin100.physicsBody!.dynamic = true
    self.addChild(coin100)

    //Adding coin50
    coin50.position = CGPointMake(self.size.width / 2.2, self.size.height / 4.9)
    coin50.physicsBody = SKPhysicsBody(circleOfRadius: coin50.size.width/2)
    coin50.physicsBody!.affectedByGravity = false
    coin50.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin50.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.dynamic = true
    self.addChild(coin50)

    //Adding coin20
    coin20.position = CGPointMake(self.size.width / 2.4, self.size.height / 5)
    coin20.physicsBody = SKPhysicsBody(circleOfRadius: coin20.size.width/2)
    coin20.physicsBody!.affectedByGravity = false
    coin20.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin20.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin20.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.dynamic = true
    self.addChild(coin20)

    //Adding wall1
    wall1.position = CGPointMake(self.size.width / 1.72, self.size.height / 1.07)
    wall1.physicsBody = SKPhysicsBody(rectangleOfSize: wall1.frame.size )
    wall1.physicsBody!.affectedByGravity = false
    wall1.physicsBody!.categoryBitMask = ColliderType.wall.rawValue
    wall1.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    wall1.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    wall1.physicsBody!.dynamic = false
    self.addChild(wall1)

    //Adding wall2
    wall2.position = CGPointMake(self.size.width / 2.5, self.size.height / 1.07)
    wall2.physicsBody = SKPhysicsBody(rectangleOfSize: wall2.frame.size )
    wall2.physicsBody!.affectedByGravity = false
    wall2.physicsBody!.categoryBitMask = ColliderType.wall.rawValue
    wall2.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    wall2.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    wall2.physicsBody!.dynamic = false
    self.addChild(wall2)

    //Adding bar
    bar.position = CGPointMake(self.size.width / 2, self.size.height / 1)
    bar.physicsBody = SKPhysicsBody(rectangleOfSize: wall2.frame.size)
    bar.physicsBody!.affectedByGravity = false
    bar.physicsBody!.categoryBitMask = ColliderType.wall.rawValue
    bar.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    bar.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    bar.physicsBody!.dynamic = false
    self.addChild(bar)

    //Adding physics world properties
    self.physicsWorld.contactDelegate = self
    var scenebody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    scenebody.friction = 0
    self.physicsBody = scenebody
    self.physicsWorld.gravity = CGVectorMake(0, -0.3)

    //Scoreboard
    scorelabel = SKLabelNode(text: "0")
    scorelabel.position.y = (self.size.height/2)
    scorelabel.position.x = (self.size.height/2.3)
    addChild(scorelabel)

}

func didBeginContact(contact: SKPhysicsContact) {

}

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

    let touch = touches.first as! UITouch

    for touch in (touches as! Set<UITouch>) {
        let location = touch.locationInNode(self)

        if coin10.containsPoint(location){
            touchPoint = location
            touching = true
        }
        else if coin100.containsPoint(location){
            touchPoint = location
            touching = true
        }
        else if coin20.containsPoint(location){
            touchPoint = location
            touching = true
        }
        else if coin50.containsPoint(location){
            touchPoint = location
            touching = true
        }
    }
}

override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {

    let touch = touches.first as! UITouch

    for touch in (touches as! Set<UITouch>) {
        let location = touch.locationInNode(self)

        if coin10.containsPoint(location){
            touchPoint = location
        }
        else if coin100.containsPoint(location){
            touchPoint = location
        }
        else if coin50.containsPoint(location){
            touchPoint = location
        }
        else if coin20.containsPoint(location){
            touchPoint = location
        }

    }
}

override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
    touching = false
}

override func update(currentTime: CFTimeInterval) {

        if touching {

            let dt: CGFloat = 1.0/60.0
            let distance = CGVector(dx: touchPoint.x-coin10.position.x, dy: touchPoint.y-coin10.position.y)
            let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
            coin10.physicsBody!.velocity = velocity
    }
  }
}

1 个答案:

答案 0 :(得分:1)

首先,添加此实例变量

var touchedCoin:SKSpriteNode?

然后,在touchesBegan中,将touchedCoin设置为触摸的硬币:

override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
    for touch in (touches as! Set<UITouch>) {
        let location = touch.locationInNode(self)
        if coin10.containsPoint(location) {
            touchPoint = location
            touching = true
            touchedCoin = coin10
        }
        else if coin100.containsPoint(location){
            touchPoint = location
            touching = true
            touchedCoin = coin100
        }
        else if coin20.containsPoint(location){
            touchPoint = location
            touching = true
            touchedCoin = coin20
        }
        else if coin50.containsPoint(location){
            touchPoint = location
            touching = true
            touchedCoin = coin50
        }
    }
}

最后,移动触摸的硬币

override func update(currentTime: CFTimeInterval) {
    if touching {
        let dt: CGFloat = 1.0/60.0
        let distance = CGVector(dx: touchPoint.x-touchedCoin!.position.x, dy: touchPoint.y-touchedCoin!.position.y)
        let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
        touchedCoin!.physicsBody!.velocity = velocity
    }
}