我正试图通过SKAction
制作旋转的财富轮动作。我有一个用作轮子的SKNode
,SKNode
是一个分为四个季度(每个季度用不同颜色)的圆圈。我也设置了一个SKAction
(重复10个计数),使SKNode
绕固定点(节点的中心)旋转。问题是动作运行良好,但它突然停止而不是减速 - 就像真正的车轮一样。我真的不知道如何设置这个动画,我的意思是在动作停止之前减慢旋转速度。
到目前为止,这是我的代码:
class GameScene: SKScene {
let colors = [SKColor.yellow, SKColor.red, SKColor.blue, SKColor.purple]
override func didMove(to view: SKView) {
createWheel()
let sq = CGRect(x: size.width/2, y: size.height/2, width: 300, height: 300)
let sqx = SKShapeNode(rect: sq)
sqx.lineWidth = 2
sqx.fillColor = .clear
sqx.setScale(1.0)
addChild(sqx)
}
func createWheel() {
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 0, y: -200))
path.addArc(withCenter: CGPoint.zero,radius: 200,startAngle: CGFloat(0.0), endAngle: CGFloat(3.0 * Double.pi / 2),clockwise: false)
path.addLine(to: CGPoint(x: 200, y: 0))
let obstacle = obstacleByDuplicatingPath(path, clockwise: true)
obstacle.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(obstacle)
let rotateAction = SKAction.rotate(byAngle: CGFloat((3.0 * CGFloat(Double.pi / 2)) - 90), duration: 0.5)
//obstacle.run(SKAction.repeatForever(rotateAction))
obstacle.run(SKAction.repeat(rotateAction, count: 10))
}
func obstacleByDuplicatingPath(_ path: UIBezierPath, clockwise: Bool) -> SKNode {
let container = SKNode()
var rotationFactor = CGFloat(Double.pi / 2)
if !clockwise {
rotationFactor *= -1
}
for i in 0...3 {
let section = SKShapeNode(path: path.cgPath)
section.fillColor = colors[i]
section.strokeColor = colors[i]
section.zRotation = rotationFactor * CGFloat(i);
let origin = CGPoint(x: 0.0, y: 0.0)
switch i {
case 0:
section.position = CGPoint(x: (origin.x + 10), y: (origin.y - 10))
case 1:
section.position = CGPoint(x: (origin.x + 10), y: (origin.y + 10))
case 2:
section.position = CGPoint(x: (origin.x - 10), y: (origin.y + 10))
case 3:
section.position = CGPoint(x: (origin.x - 10), y: (origin.y - 10))
default:
print("bolbol")
}
container.addChild(section)
}
return container
}
}
修改 我正在思考它并且我试图通过SKAction做到这一点,我设置了另一个动作,但这次我将它们的持续时间设置为长的。首先它运行持续时间为0.5的动作,然后是2和4的结束。我看起来相当不错,但仍然不顺利,因为我希望它。 这是我的代码:
let rotateAction = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 0.5)
let rotateAction2 = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 2)
let rotateAction3 = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 4)
let wait = SKAction.wait(forDuration: 5)
let g1 = SKAction.repeat(rotateAction, count: 10)
let group = SKAction.group([wait, g1, rotateAction2, rotateAction3])
你怎么看?有什么方法可以做得更好吗?
编辑2: 继续@Ali Beadle回答,我试图通过物理机构来做,现在的问题是当我在屏幕上拖动手指SKShapeNode(形状)继续旋转并且永不停止。你能发现什么是错的吗?
class GameScene: SKScene {
var start: CGPoint?
var end:CGPoint?
var startTime: TimeInterval?
let shape = SKShapeNode.init(rectOf: CGSize(width: 150, height: 150))
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
let sceneBody = SKPhysicsBody.init(edgeLoopFrom: self.frame)
sceneBody.friction = 0
self.physicsBody = sceneBody
shape.fillColor = SKColor.red
shape.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
shape.physicsBody = SKPhysicsBody.init(rectangleOf: CGSize(width: 50, height: 50))
shape.physicsBody?.affectedByGravity = false
shape.physicsBody?.isDynamic = true
addChild(shape)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
self.start = touch.location(in: self)
self.startTime = touch.timestamp
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
self.end = touch.location(in: self)
var dx = ((self.end?.x)! - (self.start?.x)!)
var dy = ((self.end?.y)! - (self.start?.y)!)
let magnitude:CGFloat = sqrt(dx*dx+dy*dy)
if(magnitude >= 25){
let dt:CGFloat = CGFloat(touch.timestamp - self.startTime!)
if dt > 0.1 {
let speed = magnitude / dt
dx = dx / magnitude
dy = dy / magnitude
print("dx: \(dx), dy: \(dy), speed: \(speed) ")
}
}
let touchPosition = touch.location(in: self)
if touchPosition.x < (self.frame.width / 2) {
self.shape.physicsBody?.angularVelocity = 10
self.shape.physicsBody?.applyAngularImpulse(-180)
} else {
self.shape.physicsBody?.angularVelocity = 10
self.shape.physicsBody?.applyAngularImpulse(180)
}
}}
答案 0 :(得分:2)
您可以使用SpriteKit的内置物理模拟添加这样的逼真动作。这将允许您为您的车轮提供质量和摩擦力,然后使用力来旋转它。然后它会真实地放慢速度。
概述请参阅Apple文档中的Simulating Physics:
要在游戏中使用物理,您需要:
- 将物理主体附加到节点树中的节点并配置其物理属性。见SKPhysicsBody。
- 定义场景物理模拟的全局特征,例如重力。见SKPhysicsWorld。
- 如果需要支持您的游戏玩法,请设置场景中物理实体的速度或对它们施加力或冲动。 ...
最适合您的方向盘的方法可能是将方向盘pinned移至场景,然后使用applyAngularImpulse旋转它。
答案 1 :(得分:1)
我在Spritekit中创建了一个开源奖旋转轮,它使用物理学进行逼真的移动和挡板控制。它还允许用户通过推动车轮中心来拖动车轮旋转或产生随机旋转。