在SpriteKit中,我需要沿着轴(例如穿过精灵中心的那个)旋转精灵,就像要由用户旋转的轮子一样。
我尝试使用applyTorque
功能(施加一个只有角度而非线性的力),但我无法处理由屏幕上的不同动作引起的不同力量(屏幕上的触摸时间越长,越强施加的力量。)
有人可以帮我理解如何处理这个问题吗?
答案 0 :(得分:0)
这是顺时针或逆时针旋转滚轮的基本示例,具体取决于您是否按下屏幕的左/右侧。坚持提高速度:
class GameScene : SKScene {
enum Direction { case left, right }
var directionToMove: Direction?
let wheel = SKShapeNode(circleOfRadius: 25)
let speedLabel = SKLabelNode(text: "Speed: 0")
override func didMove(to view: SKView) {
// Scene setup:
anchorPoint = CGPoint(x: 0.5, y: 0.5)
removeAllChildren()
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
wheel.fillColor = .blue
wheel.physicsBody = SKPhysicsBody(circleOfRadius: 25)
wheel.physicsBody!.affectedByGravity = false
let wheelDot = SKSpriteNode(color: .gray, size: CGSize(width: 5, height:5))
wheel.addChild(wheelDot)
wheelDot.position.y += 20
wheel.setScale(3)
speedLabel.setScale(3)
speedLabel.position.y = (frame.maxY - speedLabel.frame.size.height / 2) - 45
addChild(wheel)
addChild(speedLabel)
}
// Change this to touchesBegan for iOS:
override func mouseDown(with event: NSEvent) {
// Change this to touches.first!.location(in: self) for iOS.
let location = event.location(in: self)
// Determine if touch left or right side:
if location.x > 0 {
directionToMove = .right
}
else if location.x < 0 {
directionToMove = .left
}
}
override func mouseUp(with event: NSEvent) {
// Stop applying gas:
directionToMove = nil
print("lol")
}
override func update(_ currentTime: TimeInterval) {
// This is how much speed we gain each frame:
let torque = CGFloat(0.01)
guard let direction = directionToMove else { return }
// Apply torque in the proper direction
switch direction {
case .left:
wheel.physicsBody!.applyTorque(torque)
case .right:
wheel.physicsBody!.applyTorque(-torque)
}
}
override func didSimulatePhysics() {
// Speedometer:
speedLabel.text = "Speed: \(abs(Int(wheel.physicsBody!.angularVelocity)))"
}
}
答案 1 :(得分:0)
这是一个根据你向左/向右滑动的速度来旋转球的答案:
class GameScene: SKScene {
let speedLabel = SKLabelNode(text: "Speed: 0")
let wheel = SKShapeNode(circleOfRadius: 25)
var recognizer: UIPanGestureRecognizer!
func pan(recognizer: UIPanGestureRecognizer) {
let velocity = recognizer.velocity(in: view!).x
// Play with this value until if feels right to you.
let adjustor = CGFloat(60)
let speed = velocity / adjustor
wheel.physicsBody!.angularVelocity = -speed
}
// Scene setup:
override func didMove(to view: SKView) {
removeAllChildren()
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
wheel.fillColor = .blue
wheel.physicsBody = SKPhysicsBody(circleOfRadius: 25)
wheel.physicsBody!.affectedByGravity = false
let wheelDot = SKSpriteNode(color: .gray, size: CGSize(width: 5, height:5))
wheel.addChild(wheelDot)
wheelDot.position.y += 20
wheel.setScale(3)
speedLabel.setScale(3)
speedLabel.position.y = (frame.maxY - speedLabel.frame.size.height / 2) - 45
recognizer = UIPanGestureRecognizer(target: self, action: #selector(pan))
view.addGestureRecognizer(recognizer)
addChild(wheel)
addChild(speedLabel)
}
override func didSimulatePhysics() {
speedLabel.text = "Speed: \(abs(Int(wheel.physicsBody!.angularVelocity)))"
}
}