sprite遵循不同的sprite延迟

时间:2017-09-21 13:28:19

标签: ios swift sprite-kit sprite skspritenode

我制作了我的第一个应用程序并且问题出现了如何使一个对象以一定的速度跟随另一个对象,试图找到问题的答案但没有找到它。 这就是我所做的,但没有延迟

编辑: gif在下方。

创造英雄和枪支。

 func createHero() {

    hero = SKSpriteNode(texture: heroTexture)

    //Anim hero
    heroTextureArray = [SKTexture(imageNamed: "hero.png"), SKTexture(imageNamed: "Fly1.png"), SKTexture(imageNamed: "Fly2.png"), SKTexture(imageNamed: "Fly3.png"), SKTexture(imageNamed: "Fly4.png")]
    let heroFlyAnimation = SKAction.animate(with: heroTextureArray, timePerFrame: 0.1)
    let flyHero = SKAction.repeatForever(heroFlyAnimation)
    hero.run(flyHero)

    hero.position = position
    hero.size.height = 60
    hero.size.width = 65

    hero.physicsBody?.isDynamic = true
    hero.physicsBody?.allowsRotation = false
    hero.zPosition = 1

    heroObject.addChild(hero)
}


 func createGuns(){

    gunsTexture = SKTexture(imageNamed: "guns")

    guns = SKSpriteNode(texture: gunsTexture)

    guns.zPosition = 1
    guns.position = CGPoint(x: self.frame.width/2, y: 0)
    guns.physicsBody?.isDynamic = true
    guns.size.height = 35
    guns.size.width = 40
    guns.zRotation = CGFloat(.pi/2.0)


    gunsObject.addChild(guns)

}

英雄的运动和пгты

var flag = false

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
     let touch = touches.first
        let location = touch?.location(in: self)

        if (physicsWorld.body(at: location!) != nil) {

           flag = true

    }
}

 override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
     let touch = touches.first
     let touchLocation = touch!.location(in: self)
    let previousLocation = touch!.previousLocation(in: self)


    let hero = self.hero
    let guns = self.guns
    var heroX = hero.position.x + (touchLocation.x - previousLocation.x)

    heroX = max(heroX, hero.size.width / 2)
    heroX = min(heroX, size.width - hero.size.width / 2)

    var heroY = hero.position.y + (touchLocation.y - previousLocation.y)

    heroY = max(heroY, hero.size.height / 2 + 20)
    heroY = min(heroY, size.height - hero.size.height / 2)
    hero.position = CGPoint(x: heroX, y: heroY)
    guns.position = CGPoint(x: heroX, y: guns.position.y)
    guns.position = CGPoint(x: heroX, y: 20)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    flag = false
}

enter image description here

1 个答案:

答案 0 :(得分:1)

有必要添加SKAction

let moveGuns = SKAction.moveTo (x: heroX, duration: 3) 
let moveBgForever = SKAction.repeatForever (SKAction.sequence ([moveGuns]))
guns.run (moveBgForever)