我刚刚开始使用精灵套件并且遇到了障碍。我正在尝试重建旧的atari游戏小行星。我目前正试图找出如何从屏幕的一侧移动节点“ship”并从另一侧出来。这方面的一个例子是pacman从屏幕的右侧出来并从屏幕的左侧出来。非常感谢帮助。 提前致谢, 贾里德
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate{
let base = SKSpriteNode(imageNamed: "Base")
let ball = SKSpriteNode(imageNamed: "Ball")
let ship = SKSpriteNode(imageNamed: "Ship")
let shoot = SKSpriteNode(imageNamed: "shootButton")
override func didMoveToView(view: SKView){
// var DynamicView=UIView(frame: CGRectMake(100, 200, 100, 100))
// DynamicView.backgroundColor=UIColor.greenColor()
// DynamicView.layer.cornerRadius=2
// DynamicView.layer.borderWidth=2
// self.view!.addSubview(DynamicView)
self.anchorPoint = CGPointMake(0.5, 0.5)
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
self.addChild(base)
base.position = CGPointMake(-350, -200)
self.addChild(shoot)
shoot.position = CGPointMake(350, -200)
self.addChild(ball)
ball.position = base.position
self.addChild(ship)
ship.position = CGPointMake(20, 47)
ship.xScale = 0.7
ship.yScale = 0.7
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
ball.alpha = 0.4
base.alpha = 0.4
}
// func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
// /* Called when a touch begins */
//
// for touch in (touches as! Set<UITouch>) {
// let location = touch.locationInNode(self)
//
//
// }
// }
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
let v = CGVector(dx: location.x - base.position.x, dy: location.y - base.position.y)
let angle = atan2(v.dy, v.dx)
let deg = angle * CGFloat(180 / M_PI)
// print( deg + 180)
let length:CGFloat = base.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57079633) * length
let yDist:CGFloat = cos(angle - 1.57079633) * length
ball.position = CGPointMake(base.position.x - xDist, base.position.y + yDist)
if CGRectContainsPoint(base.frame, location) {
ball.position = location
}
else{
ball.position = CGPointMake(base.position.x - xDist, base.position.y + yDist)
}
ship.zRotation = angle - 1.57079633
ship.physicsBody?.mass = 2
var shipRotation : CGFloat = ship.zRotation
var calcRotation : Float = Float(angle - 1.57079633) + Float(M_PI_2);
let intensity : CGFloat = 2000.0 // put your value
let xVelocity = intensity * CGFloat(cosf(calcRotation))
let yVelocity = intensity * CGFloat(sinf(calcRotation))
let vector : CGVector = CGVectorMake(xVelocity, yVelocity)
//Apply force to spaceship
ship.physicsBody?.applyForce(vector)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let move:SKAction = SKAction.moveTo(base.position, duration: 0.2)
move.timingMode = .EaseOut
ball.runAction(move)
}
}
// overridefunc update(currentTime: CFTimeInterval) {
// /* Called before each frame is rendered */
//
//}
答案 0 :(得分:0)
看起来你正在使用物理来移动船只(而不是在update()
方法中将其位置更新一定数量)
所以你可以做的是覆盖didiSimulatePhysics()
方法(在SpriteKit游戏引擎完成所有物理计算并移动所有节点后调用)并且如果你的船在屏幕外(你可以通过查看它的位置是否在screne的x&amp; y边界之外,或者通过使用intersectsRect方法来查看是否。船的框架不再与屏幕框架重叠),如果是,则只需将其包裹到另一侧。屏幕。
答案 1 :(得分:0)
在func update(currentTime)
中检查ship.position.x < 0
或ship.position.x > scene.width
。如果true
,请将ship.position.x
设置为对方。