我似乎无法解决这个问题。我尝试过很多不同的东西,但似乎都没有。使用我当前的代码,相机和英雄从不排队,当我触摸屏幕时,场景似乎跳得很远。我想要做的就是当我触摸屏幕时,英雄移动到触摸点并让相机跟随他。有没有办法将相机锁定到英雄spritenode? p>
import SpriteKit
let tileMap = JSTileMap(named: "level2.tmx")
let hero = SKSpriteNode(imageNamed: "hero")
let theCamera: SKCameraNode = SKCameraNode()
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.anchorPoint = CGPoint(x: 0, y: 0)
self.position = CGPoint(x: 0, y: 0)
hero.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
hero.xScale = 0.5
hero.yScale = 0.5
hero.zPosition = 2
tileMap.zPosition = 1
tileMap.position = CGPoint(x: 0, y: 0)
self.addChild(tileMap)
self.addChild(hero)
self.addChild(theCamera)
self.camera = theCamera
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
let action = SKAction.moveTo(location, duration: 1)
hero.runAction(action)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
self.camera?.position = hero.position
}
}
答案 0 :(得分:5)
你看到场景跳得很远的原因是因为scene.size
不等于屏幕尺寸。我想你可能会像这样初始化你的第一个场景:
// GameViewController.swift
if let scene = GameScene(fileNamed:"GameScene") {...}
默认情况下,该代码将加载 GameScene.sks ,其大小为1024 * 768。但是,由于您以编程方式添加SKSpriteNode
,因此可以通过这种方式初始化场景以适应屏幕大小:
// GameViewController.swift
// Only remove if statement and modify
let scene = GameScene(size: view.bounds.size) ...
这将解决您遇到的大部分问题。此外,我建议使用SKAction
:
override func update(currentTime: CFTimeInterval) {
let action = SKAction.moveTo(hero.position, duration: 0.25)
theCamera.runAction(action)
}
最后一件事,添加此行以在开始时将相机与你的英雄对齐:
self.camera?.position = hero.position