嗨我目前有一个水平UIScrollView
,允许我在游戏中选择一个角色,然后选择它,但我现在遇到的问题是我试图让滚动视图停在那里精灵/角色位于屏幕中间,而不是让它停在任何地方。
我的 scrollViewHorizontal = CustomScrollView(frame: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height), scene: self, moveableNode: moveableNodeHorizontal, scrollDirection: .Horizontal)
scrollViewHorizontal.contentSize = CGSizeMake(self.frame.size.width * 4, self.frame.size.height) // * 4 makes it three times as wide as screen
view?.addSubview(scrollViewHorizontal)
scrollViewHorizontal.hidden = true
addChild(moveableNodeHorizontal)
moveableNodeHorizontal.hidden = true
moveableNodeHorizontal.zPosition = 100000
scrollViewHorizontal.setContentOffset(CGPoint(x: 0 + self.frame.size.width + self.frame.size.width * 2, y: 0), animated: false)
let page1ScrollView = SKSpriteNode(color: SKColor.clearColor(), size: CGSizeMake(scrollViewHorizontal.frame.size.width, scrollViewHorizontal.frame.size.height))
page1ScrollView.zPosition = -1
page1ScrollView.position = CGPointMake(CGRectGetMidX(self.frame) - (self.frame.size.width * 3.5), CGRectGetMidY(self.frame) - (self.frame.height / 2))
moveableNodeHorizontal.addChild(page1ScrollView)
let page2ScrollView = SKSpriteNode(color: SKColor.clearColor(), size: CGSizeMake(scrollViewHorizontal.frame.size.width, scrollViewHorizontal.frame.size.height))
page2ScrollView.zPosition = -1
page2ScrollView.position = CGPointMake(CGRectGetMidX(self.frame) - (self.frame.size.width * 2.5), CGRectGetMidY(self.frame) - (self.frame.height / 2))
moveableNodeHorizontal.addChild(page2ScrollView)
Characters.append(generateCharacters(CGPointMake(0, 0), page:(page1ScrollView), tex: "YellowFrog"))
Characters.append(generateCharacters(CGPointMake(100, 0), page:(page1ScrollView), tex: "Frog"))
Characters.append(generateCharacters(CGPointMake(0, 0), page:(page2ScrollView), tex: "ball"))
Characters.append(generateCharacters(CGPointMake(100, 0), page:(page2ScrollView), tex: "ball"))
有一个“可移动节点”,其中包含多个包含所有精灵的页面,如下所示:
func scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)targetContentOffset
{
我在问这个问题之前先搜索了这个问题,并建议我使用它:
/// Nodes touched
var nodesTouched: [AnyObject] = [] // global
/// Scroll direction
enum ScrollDirection: Int {
case None = 0
case Vertical
case Horizontal
}
/// Custom UIScrollView class
class CustomScrollView: UIScrollView {
// MARK: - Static Properties
/// Touches allowed
static var disabledTouches = false
/// Scroll view
private static var scrollView: UIScrollView!
// MARK: - Properties
/// Nodes touched. This will forward touches to node subclasses.
private var nodesTouched = [AnyObject]()
/// Current scene
private let currentScene: SKScene
/// Moveable node
private let moveableNode: SKNode
/// Scroll direction
private let scrollDirection: ScrollDirection
// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode, scrollDirection: ScrollDirection) {
self.currentScene = scene
self.moveableNode = moveableNode
self.scrollDirection = scrollDirection
super.init(frame: frame)
CustomScrollView.scrollView = self
self.frame = frame
delegate = self
indicatorStyle = .White
scrollEnabled = true
userInteractionEnabled = true
//canCancelContentTouches = false
//self.minimumZoomScale = 1
//self.maximumZoomScale = 3
if scrollDirection == .Horizontal {
let flip = CGAffineTransformMakeScale(-1,-1)
transform = flip
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// MARK: - Touches
extension CustomScrollView {
/// Began
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//super.touchesBegan(touches, withEvent: event)
for touch in touches {
let location = touch.locationInNode(currentScene)
guard !CustomScrollView.disabledTouches else { return }
/// Call touches began in current scene
currentScene.touchesBegan(touches, withEvent: event)
/// Call touches began in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesBegan(touches, withEvent: event)
}
}
}
/// Moved
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
//super.touchesMoved(touches, withEvent: event)
for touch in touches {
let location = touch.locationInNode(currentScene)
guard !CustomScrollView.disabledTouches else { return }
/// Call touches moved in current scene
currentScene.touchesMoved(touches, withEvent: event)
/// Call touches moved in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesMoved(touches, withEvent: event)
}
}
}
/// Ended
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
//super.touchesEnded(touches, withEvent: event)
for touch in touches {
let location = touch.locationInNode(currentScene)
guard !CustomScrollView.disabledTouches else { return }
/// Call touches ended in current scene
currentScene.touchesEnded(touches, withEvent: event)
/// Call touches ended in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesEnded(touches, withEvent: event)
}
}
}
/// Cancelled
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
//super.touchesCancelled(touches, withEvent: event)
for touch in touches! {
let location = touch.locationInNode(currentScene)
guard !CustomScrollView.disabledTouches else { return }
/// Call touches cancelled in current scene
currentScene.touchesCancelled(touches, withEvent: event)
/// Call touches cancelled in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesCancelled(touches, withEvent: event)
}
}
}
}
// MARK: - Touch Controls
extension CustomScrollView {
/// Disable
class func disable() {
CustomScrollView.scrollView?.userInteractionEnabled = false
CustomScrollView.disabledTouches = true
}
/// Enable
class func enable() {
CustomScrollView.scrollView?.userInteractionEnabled = true
CustomScrollView.disabledTouches = false
}
}
// MARK: - Delegates
extension CustomScrollView: UIScrollViewDelegate {
func scrollViewDidScroll(scrollView: UIScrollView) {
if scrollDirection == .Horizontal {
moveableNode.position.x = scrollView.contentOffset.x
} else {
moveableNode.position.y = scrollView.contentOffset.y
}
}
}
但是我不知道如何在我的代码中实现它,因为我的scrollview包含在另一个类中,可以在这里看到:
extension CustomScrollView: UIScrollViewDelegate {
func scrollViewDidScroll(scrollView: UIScrollView) {
if scrollDirection == .Horizontal {
moveableNode.position.x = scrollView.contentOffset.x
} else {
moveableNode.position.y = scrollView.contentOffset.y
}
}
}
修改
> xtabs(value~name+color, df)
color
name blue green red yellow
Dave 6 7 4 8
John 2 1 1 3
Mark 5 3 5 2
答案 0 :(得分:0)
CustomScrollView
是一个项目,展示UIKit
如何在sprite-kit
中使用,但这会导致渲染过程中的大量工作会导致游戏速度变慢(由于fps较低),因此它会导致;建议合理地使用它只是为了你的游戏菜单而不是游戏。
您可以构建例如许多SKSpriteNode
个背景,这些背景跟随另一个背景,并且在update
方法中执行:
override func update(currentTime: CFTimeInterval) {
self.enumerateChildNodesWithName("background") { node, _ in
if node is SKSpriteNode {
if let p = (node as! SKShapeNode).position {
// adjust your background positions to make the scroll
}
}
}
}
Apple在iOS 9中将SKCameraNode
课程添加到sprite-kit
,以便更轻松地滚动和放大sprite-kit
场景。
var gameCamera = SKCameraNode()
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let previousLocation = touch.previousLocationInNode(self)
let deltaX = location.x - previousLocation.x
gameCamera.position.x += deltaX
}
}
CustomScrollView
页面选择器。
说过我们遇到你的情况,假设你的所有页面都在数组pages
中,你想要停止滚动到x页面:
func scrollToPage(page:Int) {
let totalPages : Int = (pages.count - 1)
let reversedPage : Int = totalPages - page
self.scrollView.setContentOffset(CGPointMake(round(self.frame.size.width*CGFloat(reversedPage)), scrollView.contentOffset.y),animated: true)
}
拦截滚动委托方法以更新元素的另一个好主意是:
func scrollViewDidScroll(scrollView: UIScrollView) {
self.scrollView.scrollViewDidScroll(scrollView)
updateLayout() // call my method to update elements in scroll checking the current page
}
您可以使用此代码获取您的页码:
extension UIScrollView {
var currentPage: Int {
return abs(Int(round((contentSize.width - self.contentOffset.x) / self.bounds.size.width))-1)
}
}