如何定义SKAction,然后更新我的节点将旋转的度数?我试图用变量定义它,但是当我更新变量值时,动作不会更新。
var degreesToRotate = 4
var direction = 1
let action = SKAction.rotate(byAngle: CGFloat(degreesToRotate * direction), duration: TimeInterval(2))
charector.run(SKAction.repeatForever(action))
direction = -1
答案 0 :(得分:2)
import SpriteKit
import GameplayKit
//Extensions borrowed from here : http://stackoverflow.com/a/29179878/3402095
extension Int {
var degreesToRadians: Double { return Double(self) * .pi / 180 }
var radiansToDegrees: Double { return Double(self) * 180 / .pi }
}
extension FloatingPoint {
var degreesToRadians: Self { return self * .pi / 180 }
var radiansToDegrees: Self { return self * 180 / .pi }
}
let kActionKey = "rotate"
class GameScene:SKScene {
let purpleCube = SKSpriteNode(color: .purple, size: CGSize(width: 150, height: 150))
let yellowCube = SKSpriteNode(color: .yellow, size: CGSize(width: 150, height: 150))
override func didMove(to view: SKView) {
addChild(purpleCube)
purpleCube.position.y = purpleCube.size.height
purpleCube.name = "purple"
addChild(yellowCube)
yellowCube.position.y = -yellowCube.size.height
yellowCube.name = "yellow"
let rotate = SKAction.rotate(byAngle: CGFloat(-M_PI * 2.0), duration: 5)
let loop = SKAction.repeatForever(rotate)
purpleCube.run(loop, withKey: kActionKey)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
if let touch = touches.first {
let location = touch.location(in: self)
if let cube = atPoint(location) as? SKSpriteNode {
if let name = cube.name {
switch name {
case "purple":
if let action = purpleCube.action(forKey: kActionKey){
purpleCube.run(action.reversed(), withKey: kActionKey)
}
case "yellow":
if action(forKey: "rotating") == nil{
yellowCube.run(SKAction.rotate(byAngle: CGFloat(4.degreesToRadians), duration: 0.1), withKey: kActionKey)
}
default:
break
}
}
}
}
}
}
在此示例中,有两个节点以两种不同的方式旋转。紫色节点以顺时针方向以一定速度恒定旋转。为了实现这一点,我创建了一个将精灵旋转360度的动作......这将是一次革命,它将永远重复,因此精灵将永远旋转。
关于黄色节点...每次点击它都会旋转4度。目前你必须等待精灵停止旋转,以便你可以旋转更多。这是可选的,当然,我只想向您展示动作键的用处。
轮换方向
因为在SpriteKit中0度指定正x轴而正角度在逆时针方向,所以我将紫色立方体旋转-360度,这使精灵顺时针方向旋转。要了解有关SpriteKit坐标系的更多信息,请阅读this documentation section。
Radians Vs Degrees
正如你所看到的,我说的是度数,而不是弧度...这是因为它很难说,我将精灵旋转了6.2831853072弧度:)这就是为什么我使用扩展转换从度到弧度,反之亦然。您可能经常使用它,所以我为您添加了它们。