我已经能够检测到度数,但我不确定如何在360度内移动精灵。 我不希望精灵只能在某些部分移动,如上图所示,而是让它能够移动一整圈。 代码:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if (ball.frame.contains(location)) {
stickActive = true
}else {
stickActive = false
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if (stickActive == true) {
var v = CGVector(dx: location.x - base.position.x, dy: location.y - base.position.y)
let angle = atan2(v.dy, v.dx)
var deg = angle * CGFloat(180 / M_PI)
print(deg + 180)
let lenght:CGFloat = base.frame.size.height / 2 - 20
let xDist: CGFloat = sin(angle - 1.57079633) * lenght
let yDist: CGFloat = cos(angle - 1.57079633) * lenght
ball.position = CGPoint(x: base.position.x - xDist, y: base.position.y + yDist)
if (base.frame.contains(location)) {
ball.position = location
}else {
ball.position = CGPoint(x: base.position.x - xDist, y: base.position.y + yDist)
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if (stickActive == true) {
let move: SKAction = SKAction.move(to: base.position, duration: 0.2)
move.timingMode = .easeOut
ball.run(move)
}
}
答案 0 :(得分:1)
这很简单,虽然我花了很长时间才弄清楚如何去做。
TouchesBegan方法:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if isTracking == false && DPad.contains(location) {
isTracking = true
}
}
}
TouchesMoved方法:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location: CGPoint = touch.location(in: self)
if isTracking == true {
v = CGVector(dx: location.x - DPad.position.x, dy: location.y - DPad.position.y)
let angle = atan2(v.dy, v.dx)
let deg = angle * CGFloat(180 / Double.pi)
let Length:CGFloat = DPad.frame.size.height / 2
let xDist: CGFloat = sin(angle - 1.57079633) * Length
let yDist: CGFloat = cos(angle - 1.57079633) * Length
xJoystickDelta = location.x - DPad.position.x
yJoystickDelta = location.y - DPad.position.y
if DPad.contains(location) {
thumbNode.position = location
} else {
thumbNode.position = CGPoint(x: DPad.position.x - xDist, y: DPad.position.y + yDist)
}
}
}
}
TouchesEnded方法:
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
isTracking = false
thumbNode.run(SKAction.move(to: DPad.position, duration: 0.01))
xJoystickDelta = 0
yJoystickDelta = 0
}
update(_ currentTime:)
方法:
if v.dx > abs(v.dy) {
yourPlayer.texture = SKTexture(imageNamed: "rightTexture")
} else if v.dx < -abs(v.dy) {
player.texture = SKTexture(imageNamed: "leftTexture")
} else if v.dy < 0 {
yourPlayer.texture = SKTexture(imageNamed: "frontTexture")
} else if v.dy > 0 {
yourPlayer.texture = SKTexture(imageNamed: "backTexture")
}
//This code moves your character where-ever you want it too
let xScale = CGFloat(4) //adjust to your preference. Higher means slower, lower means faster
let yScale = CGFloat(4) //adjust to your preference. Higher means slower, lower means faster
let xAdd = xScale * self.xJoystickDelta
let yAdd = yScale * self.yJoystickDelta
yourPlayerNode.position.x += xAdd
yourPlayerNode.position.y += yAdd
这些事情需要超出您的didMove(toView:)
方法:
var xJoystickDelta:CGFloat = 0
var yJoystickDelta:CGFloat = 0
var v = CGVector()
var isTracking:Bool = false
var DPad = SKSpriteNode()
var thumbNode = SKSpriteNode()
<强> -Explanation - 强>
在touchesBegan
方法中,if语句正在测试您是否未控制thumbNode以及您的触摸是否在DPad节点内。然后它开始跟踪。
在touchesMoved
一次isTracking == true
,它开始计算必要的数学,然后调整所需的各种事物。 (它很复杂,最重要的是它有效。)
在touchesEnded
方法中,它正在测试您何时将手指从屏幕上抬起,然后重置所有内容以供下次使用。
在update(_ current:)
方法中,代码计算CGVector
的角度,然后在各种情况下设置纹理(或任何你想做的事情)。然后它计算在DPad内的thumbNode的位置,并在场景中移动你的玩家(或你需要移动的任何东西)。调整xScale
和yScale
浮点数可以减慢运动速度,降低速度可以增加你想要移动的任何颜色的运动。
- 除了必要的东西 -
您需要在DPad
方法中设置thumbNode
和didMove(toView:)
:
thumbNode.size = CGSize(width: 50, height: 50)
DPad.size = CGSize(width: 150, height: 150)
DPad.position = CGPoint(x: 0, y: 0)
thumbNode.position = DPad.position
DPad.zPosition = 3
thumbNode.zPosition = 4
DPad.texture = SKTexture(imageNamed: "yourBaseTexture")
thumbNode.texture = SKTexture(imageNamed: "yourStickTexture")
self.addChild(thumbNode)
self.addChild(DPad)
您只需将DPad.position
移动到您想要的任何位置即可。 thumbNode将随之移动。此外,如果您有任何问题,请务必问我,以便我可以帮助您。