当将spriteNode缩放到较小的大小(或更大的大小)时,spriteNode默认从中心缩放,这通常很好。但是,我需要我的精灵从它的身体的左边开始缩放。有没有办法改变spriteNode的中心点,以便我能实现这个目标?
我尝试调整spriteNode的锚点(下面),它从body的左边开始缩放,但它也重新定位了我不想要的spriteNode。
import SpriteKit
var mySprite: SKSpriteNode!
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
anchorPoint = CGPointMake(0.5, 0.5)
backgroundColor = UIColor.greenColor()
mySprite = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(100, 50))
mySprite.anchorPoint = CGPointMake(0.0, 0.5)
addChild(mySprite)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
mySprite.runAction(SKAction.scaleTo(0.5, duration: 1))
}
我希望得到类似下面的内容(不存在):
mySprite.centerPoint.x = -mySprite.size.width/2
另外,下面得到了我想要的结果,但我不想每次调整anchorPoint时都要调整spriteNode位置:
var mySprite: SKSpriteNode!
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
anchorPoint = CGPointMake(0.5, 0.5)
backgroundColor = UIColor.greenColor()
mySprite = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(100, 50))
mySprite.anchorPoint = CGPointMake(0.0, 0.5)
mySprite.position.x = -mySprite.size.width/2
addChild(mySprite)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
mySprite.runAction(SKAction.scaleTo(0.5, duration: 1))
}
答案 0 :(得分:0)
尝试删除mySprite.anchorPoint = CGPointMake(0.0, 0.5)
和didload
中的touchesBegan
:
mySprite.anchorPoint = CGPointMake(0.0, 0.5)
func repositionAncorPoint() {
mySprite.anchorPoint = CGPointMake(0.5, 0.5)
}
let resetAncor = SKAction.runBlock({ repositionAncorPoint() })
let rescale = SKAction.scaleTo(0.5, duration: 1)
let sequence = [rescale,resetAncor]
mySprite.runAction(SKAction.sequence(sequence))
我没试过它......:)