我正在制作一个精灵来运行一个点,为此我创建了一个跟随该精灵的路径:
let dx1 = base1!.position.x - self.frame.width/2
let dy1 = base1!.position.y - self.frame.height/2
let rad1 = atan2(dy1, dx1)
path1 = UIBezierPath(arcCenter: circle!.position, radius: (circle?.position.y)! - 191.39840698242188, startAngle: rad1, endAngle: rad1 + CGFloat(M_PI * 4), clockwise: true)
let follow1 = SKAction.followPath(path1.CGPath, asOffset: false, orientToPath: true, speed: 200)
base1?.runAction(SKAction.repeatActionForever(follow1))
这是有效的,精灵开始围绕这一点进行轨道运行。问题是,当用户触摸屏幕时,我希望该精灵开始逆时针旋转。为此我写了相同的代码顺时针旋转,但编辑最后一行:
base1?.runAction(SKAction.repeatActionForever(follow1).reversedAction())
但问题是虽然它逆时针旋转,但精灵图像会水平翻转。我该怎么做才能避免这种情况?或者还有其他方法可以通过一个点来运行精灵吗?
答案 0 :(得分:1)
围绕点(即轨道)旋转精灵的直接方法是创建容器节点,在偏移处(相对于容器的中心)向节点添加精灵,并旋转容器节点。以下是如何执行此操作的示例:
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"Spaceship")
let node = SKNode()
override func didMove(to view: SKView) {
sprite.xScale = 0.125
sprite.yScale = 0.125
sprite.position = CGPoint (x:100, y:0)
node.addChild(sprite)
addChild(node)
let action = SKAction.rotate(byAngle:CGFloat.pi, duration:5)
node.run(SKAction.repeatForever(action), withKey:"orbit")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let action = node.action(forKey: "orbit") {
// Reverse the rotation direction
node.removeAction(forKey:"orbit")
node.run(SKAction.repeatForever(action.reversed()),withKey:"orbit")
// Flip the sprite vertically
sprite.yScale = -sprite.yScale
}
}
}