尝试在y轴上移动/拖动SKSpriteNode

时间:2016-07-22 16:00:17

标签: ios swift sprite-kit

我正在尝试创建一个小游戏,并且在那里有一个管道,我想将该管道与y轴一起移动,我想做手指滑动,我尝试用触摸做这个开始,但它看起来不顺利,所以我试图使用uipangesture,但不熟悉精灵集成,

有人可以帮助我实现这个

class GameScene: SKScene,SKPhysicsContactDelegate {


var pipeTextureUp:SKTexture!
var pipeTextureDown:SKTexture!

var pipeUp:SKSpriteNode!
var pipeDown:SKSpriteNode!

var circleTouch: UITouch?

var verticalPipeGap:Double = 60.0


var moveStatus: Bool!

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    backgroundColor = SKColor.whiteColor()

    //set the gravity 
    self.physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
    self.physicsWorld.contactDelegate = self

   //first create the pipe in a random location
   pipeTextureUp = SKTexture(imageNamed: "PipeUp")
   pipeTextureUp.filteringMode = .Nearest

   pipeTextureDown = SKTexture(imageNamed: "PipeDown")
   pipeTextureDown.filteringMode = .Nearest

   pipeUp = SKSpriteNode(texture: pipeTextureUp)
   pipeUp.setScale(2.0)
   pipeUp.name = "pipeUp"
   pipeUp.position = CGPoint(x: size.width * 0.9, y:  0.0)

   pipeDown = SKSpriteNode(texture: pipeTextureDown)
   pipeDown.setScale(2.0)
   pipeDown.name = "pipeDown"
   pipeDown.position = CGPoint(x: Double(size.width) * 0.9 , y:  Double(pipeDown.size.height) + verticalPipeGap)

   //addChild(pipeDown)
   addChild(pipeUp)


}




func didBeginContact(contact: SKPhysicsContact) {


}


override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {


    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown" )
        {


            print("touches started")
            moveStatus = true
            circleTouch = touch
        }
    }

}

override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {

    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)



    print(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown" )
        {
            //let fingerPoint = CGPoint(x: size.width * 0.9, y:  0.3)

               let actionUpMove:SKAction = SKAction.moveToY(positionInScene.y, duration: 1.0)
               pipeUp.runAction(actionUpMove)
                pipeUp.position.y = positionInScene.y

        }
    }

}


override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {

    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown" )
        {
            //let fingerPoint = CGPoint(x: size.width * 0.9, y:  0.3)



            circleTouch = nil
        }
    }



}

}

2 个答案:

答案 0 :(得分:1)

如果您想截取沿Y坐标的滑动,可以将此代码放入didMoveToView

        let swipeUp:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(GameScene.swipedUp(_:)))
        swipeUp.direction = .Up
        swipeUp.cancelsTouchesInView = true
        swipeUp.delaysTouchesBegan = true
        view.addGestureRecognizer(swipeUp)


        let swipeDown:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(GameScene.swipedDown(_:)))
        swipeDown.direction = .Down
        swipeDown.cancelsTouchesInView = true
        swipeDown.delaysTouchesBegan = true
        view.addGestureRecognizer(swipeDown)

然后你的方法是:

func swipedUp(sender:UISwipeGestureRecognizer){
        print("swiped up")
}
func swipedDown(sender:UISwipeGestureRecognizer){
        print("swiped down")
}

答案 1 :(得分:0)

更新:显然这就是我必须做的事情,

 override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown" )
        {
            handleTouch(touches.first!, name: name)
        }
     }
}

override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown" )
        {
            handleTouch(touches.first!, name: name)
        }
    }

}

override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
    let touch:UITouch = touches.first!
    let positionInScene = touch.locationInNode(self)
    let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name
    {
        if (name == "pipeUp" || name == "pipeDown"  )
        {
            handleTouch(touches.first!, name: name)
        }
    }

}

func handleTouch(touch: UITouch , name : String) {

    let location  = touch.locationInNode(self) // get the current point
    let node = self.nodeAtPoint(location) //get the current node based on the touched location
    let previousLocation = touch.previousLocationInNode(self) //get the previous location in node 

    let diff = location.y - previousLocation.y; //get the  different of location
    let newPosition = CGPointMake(node.position.x, node.position.y + diff);

    var newPipeDownPosition :CGPoint;

    if (name == "pipeDown"  )
    {
        newPipeDownPosition = CGPointMake(self.pipeUp.position.x, self.pipeUp.position.y + diff);

        pipeDown.position.y = newPosition.y
        pipeUp.position.y = newPipeDownPosition.y

    }else{
        newPipeDownPosition = CGPointMake(self.pipeDown.position.x, self.pipeDown.position.y + diff);

        pipeUp.position.y = newPosition.y
        pipeDown.position.y = newPipeDownPosition.y

    }

}

现在管道按照上下方向移动