我问过几次,但还没找到我想要的东西。我需要一个简单的角色控制器,它允许我的角色在屏幕左侧和右侧的情况下连续向左移动。放手时我想让角色停止移动。
我的GameScene.swift文件:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let character = SKSpriteNode(texture: SKTexture(imageNamed: "character"))
var move = false
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//world
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -5.0)
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
//character
character.position = CGPointMake(self.frame.size.width * 0.6, self.frame.size.height * 0.6)
character.setScale(0.2)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(self.frame.size.width * 0.6, CGRectGetMidY(self.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(self.frame.size.width * 0.4, self.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame) + platform3.size.height / 3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: -50, dy: 0))
} else if location.x > CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
}
}
func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
character.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
};
}
答案 0 :(得分:0)
使用UIGestureRecognizer
跟踪手指按下和按住的时间。 UILongPressGestureRecognize
就是您所需要的。查看官方文档:
Long Press Gesture Recognizer
当调用手势识别器时,您可以按照与现在相同的方式应用脉冲。但是,您可能应该在物理机构的任何地方关闭friction
,因为无论您想要移动什么,这都会明显减速。如果你真的想要保持摩擦,那么你可以使用SKAction
并让节点移动某个X.然后,重复运行该动作。
Long Press GestureRecognizer将在用户抬起手指时改变其状态。当发生这种情况时,您所要做的就是 - (如果您使用物理方式):将节点的velocity
转为零或(如果您使用的是SKAction):停止操作。
编辑:这或多或少是你应该拥有的:
实施UILongPressGestureRecognizer:
UILongPressGestureRecognizer * pressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(performLongPress)];
然后创建一个方法:
-(int)performLongPress(UILongPressGestureRecognizer *){
if (gesture.state == UIGestureRecognizerStateBegan){
//you know that the user just started pressing screen.
if([gesture locationInView:self] == wherever you want it to be...){
//apply your impulse here instead
}
}
}
然后将摩擦力设置为零。