我尝试构建2D - 自上而下的游戏,我有玩家(SKSpriteNode)他可以移动和旋转,我想从他身上射出两颗子弹。 我用这段代码拍摄:
func setBullet(player: Player, bullet: Int)
{
let weaponPosition = scene!.convertPoint(player.weapon.position, fromNode: player)
var xPos, yPos: CGFloat!
let sinus = sin(player.zRotation)
let cosinus = cos(player.zRotation)
if bullet == 1
{
xPos = converted.x - sinus * player.size.height / 2
yPos = converted.y + cosinus * player.size.height / 2
}
else if bullet == 2
{
xPos = weaponPosition.x - sinus * player.size.height / 2
yPos = weaponPosition.y + cosinus * player.size.height / 2
}
position = CGPoint(x: xPos, y: yPos)
physicsBody!.applyImpulse(CGVector(dx: -sinus * normalSpeed, dy: cosinus * normalSpeed))
}
答案 0 :(得分:1)
假设您的播放器是由SKShapeNode
或SKSpriteNode
制作的圈子。
它们都具有frame属性:
let f = player.frame
所以,第一颗子弹可以处于这个位置:
let firstBullet.position = CGPointMake(player.position.x-(f.width/2),player.position.y)
let secondBullet.position = CGPointMake(player.position.x+(f.width/2),player.position.y)
在旋转期间知道它:
let firstBulletXPos = firstBullet.position.x - sinus * bullet.size.height / 2
let firstBulletYPos = firstBullet.position.y + cosinus * bullet.size.height / 2
let secondBulletXPos = secondBullet.position.x - sinus * bullet.size.height / 2
let secondBulletYPos = secondBullet.position.y + cosinus * bullet.size.height / 2
答案 1 :(得分:1)
朝同一方向射击多发子弹相当简单。关键是确定子弹'旋转角色时的初始位置和方向向量。
你可以通过
计算一个子弹在场景中的初始位置let point = node.convertPoint(weapon.position, toNode: self)
其中node
是角色,weapon.position
是枪的非旋转位置,self
是场景。
通常,当角色未旋转时,子弹向右移动CGVector(dx:1, dy:0)
或向上移动CGVector (dx:0, dy:1)
。您可以通过字符“zRotation
func rotate(vector:CGVector, angle:CGFloat) -> CGVector {
let rotatedX = vector.dx * cos(angle) - vector.dy * sin(angle)
let rotatedY = vector.dx * sin(angle) + vector.dy * cos(angle)
return CGVector(dx: rotatedX, dy: rotatedY)
}
这是一个如何从旋转的角色射出两颗子弹的例子:
struct Weapon {
var position:CGPoint
}
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"Spaceship")
let dualGuns = [Weapon(position: CGPoint(x: -15, y: 15)), Weapon(position: CGPoint(x: 15, y: 15))]
let singleGun = [Weapon(position: CGPoint(x: 0, y: 15))]
let numGuns = 1
// If your character faces up where zRotation == 0, offset by pi
let rotationOffset = CGFloat(M_PI_2)
override func didMoveToView(view: SKView) {
scaleMode = .ResizeFill
sprite.position = view.center
sprite.size = CGSizeMake(25, 25)
self.addChild(sprite)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let _ = touches.first {
let action = SKAction.rotateByAngle(CGFloat(M_PI_4/2), duration:1)
sprite.runAction(action) {
[weak self] in
if let scene = self {
switch (scene.numGuns) {
case 1:
for weapon in scene.singleGun {
scene.shoot(weapon: weapon, from: scene.sprite)
}
case 2:
for weapon in scene.dualGuns {
scene.shoot(weapon: weapon, from: scene.sprite)
}
default:
break
}
}
}
}
}
func shoot(weapon weapon:Weapon, from node:SKNode) {
// Convert the position from the character's coordinate system to scene coodinates
let converted = node.convertPoint(weapon.position, toNode: self)
// Determine the direction of the bullet based on the character's rotation
let vector = rotate(CGVector(dx: 0.25, dy: 0), angle:node.zRotation+rotationOffset)
// Create a bullet with a physics body
let bullet = SKSpriteNode(color: SKColor.blueColor(), size: CGSizeMake(4,4))
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 2)
bullet.physicsBody?.affectedByGravity = false
bullet.position = CGPointMake(converted.x, converted.y)
addChild(bullet)
bullet.physicsBody?.applyImpulse(vector)
}
// Rotates a point (or vector) about the z-axis
func rotate(vector:CGVector, angle:CGFloat) -> CGVector {
let rotatedX = vector.dx * cos(angle) - vector.dy * sin(angle)
let rotatedY = vector.dx * sin(angle) + vector.dy * cos(angle)
return CGVector(dx: rotatedX, dy: rotatedY)
}
}