我希望我的精灵“角色”移动并随着手指移动而“跟随”手指旋转。我的软件工作正常,但以某种方式设法解决了问题。我不确定自己做了什么,但无法为自己的生活弄清楚。
任何帮助将不胜感激。我确定我只是忽略了一些愚蠢的事情。预先感谢。
标记
GameScene.swift
import SpriteKit
import GameplayKit
//MARK: ---------------Global Variables Section
var nodeType: String = String()
var characterNode = Character()
let characterImage: String = String("default_pose")
var characterTexture:SKTexture = SKTexture()
let characterSize: CGSize = CGSize(width: 64, height: 64)
let characterPosition: CGPoint = CGPoint(x: 0, y: 0)
var enemyNode = Enemy()
let enemyImage: String = String("blob1")
var enemyTexture = SKTexture()
let enemySize: CGSize = CGSize(width: 50, height: 50)
let enemyPosition: CGPoint = CGPoint(x: 150, y: 150)
class GameScene: SKScene, SKPhysicsContactDelegate {
//MARK: --------------------Class Variables Section
var affectedByGravity: Bool = false
var dynamic: Bool = true
var rotation: Bool = false
var lastUpdateTime: CFTimeInterval = 0
//MARK: --------------------DidMove to View Section
override func didMove(to view: SKView) {
var node = SKSpriteNode()
node = addNode(NodeType: "Character")
applyPhysics(physicsNode: node, nodeImage: characterImage, nodeSize: characterSize, nodeName: node.name!)
node.zPosition = 10
addChild(node)
node = addNode(NodeType: "Enemy")
applyPhysics(physicsNode: node, nodeImage: enemyImage, nodeSize: enemySize, nodeName: node.name!)
node.zPosition = 9
addChild(node)
}
//MARK: -----------------------Add Node Section
func addNode(NodeType: String) -> SKSpriteNode {
var node = SKSpriteNode()
switch NodeType {
case "Enemy":
node = enemyNode.setupNode(nodeName: "Enemy", nodeImage: "blob1", nodeSize: enemySize, nodePosition: enemyPosition)
default:
node = characterNode.setupNode(nodeName: "Player", nodeImage: "default_pose", nodeSize: characterSize, nodePosition: characterPosition)
}
return node
}
//MARK: ------------------------Physics Section
func applyPhysics(physicsNode: SKSpriteNode, nodeImage: String, nodeSize: CGSize, nodeName: String) {
let nodeTexture: SKTexture = SKTexture(imageNamed: nodeImage)
physicsNode.physicsBody = SKPhysicsBody(texture: nodeTexture, size: nodeSize)
physicsNode.physicsBody?.isDynamic = dynamic
physicsNode.physicsBody?.affectedByGravity = affectedByGravity
physicsNode.physicsBody?.allowsRotation = rotation
physicsNode.physicsBody?.categoryBitMask = 1
physicsNode.physicsBody?.contactTestBitMask = 1
physicsNode.physicsBody?.collisionBitMask = 1
}
//MARK: ------------------------Movement and Rotation Section
func moveAndRotate(sprite: Character, toPosition position: CGPoint) {
let angle = atan2(position.y - sprite.position.y, position.x - sprite.position.x)
let rotateAction = SKAction.rotate(toAngle: angle - .pi / 2, duration: 0.05, shortestUnitArc:true)
sprite.run(rotateAction)
let offsetX = position.x - (sprite.position.x)
let offsetY = position.y - (sprite.position.y)
let normal = simd_normalize(simd_double2(x: Double(offsetX), y:Double(offsetY)))
characterNode.velocity = CGVector(dx: CGFloat(normal.x) * sprite.movePointsPerSecond, dy: CGFloat(normal.y) * sprite.movePointsPerSecond)
}
//MARK: ----------------------Touches Section
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let touchLocation = touch.location(in: self)
characterNode.isMoving = true
moveAndRotate(sprite: characterNode, toPosition: touchLocation)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let touchLocation = touch.location(in: self)
moveAndRotate(sprite: characterNode, toPosition: touchLocation)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
characterNode.isMoving = false
}
//MARK: ------------------Update Section
override func update(_ currentTime: TimeInterval) {
let deltaTime = max(1.0/30, currentTime - lastUpdateTime)
lastUpdateTime = currentTime
update(character: characterNode, dt: deltaTime)
}
func update(character: Character, dt: CFTimeInterval) {
if characterNode.isMoving == true {
let newX = character.position.x + character.velocity.dx * CGFloat(dt)
let newY = character.position.y + character.velocity.dy * CGFloat(dt)
character.position = CGPoint(x: newX, y: newY)
}
}
}
Character.swift
import SpriteKit
import GameplayKit
class Character: SKSpriteNode {
let movePointsPerSecond: CGFloat = 150.0
var velocity = CGVector(dx: 0.0, dy: 0.0)
var isMoving = false
var node: SKSpriteNode = SKSpriteNode()
func setupNode(nodeName: String, nodeImage: String, nodeSize: CGSize, nodePosition: CGPoint) -> SKSpriteNode {
node = SKSpriteNode(imageNamed: nodeImage)
node.name = nodeName
node.position = nodePosition
return node
}
}
答案 0 :(得分:1)
您的节点不会移动,因为您从未将characterNode分配给屏幕上的节点
Traceback (most recent call last):
File "D:\Dev\Scripts\NewYorkCase__upwork__\new.py", line 60, in <module>
main(driver, main_url)
File "D:\Dev\Scripts\NewYorkCase__upwork__\new.py", line 53, in main
get_ready_captcha = captcha_symbols_recognized(get_path)
File "D:\Dev\Scripts\NewYorkCase__upwork__\new.py", line 40, in captcha_symbols_recognized
print(pytesseract.image_to_string(image))
File "C:\Users\PANDEMIC\AppData\Local\Programs\Python\Python37-32\lib\site-packages\pytesseract\pytesseract.py", line 294, in image_to_string
return run_and_get_output(*args)
File "C:\Users\PANDEMIC\AppData\Local\Programs\Python\Python37-32\lib\site-packages\pytesseract\pytesseract.py", line 202, in run_and_get_output
run_tesseract(**kwargs)
File "C:\Users\PANDEMIC\AppData\Local\Programs\Python\Python37-32\lib\site-packages\pytesseract\pytesseract.py", line 178, in run_tesseract
raise TesseractError(status_code, get_errors(error_string))
pytesseract.pytesseract.TesseractError: (1, 'Error opening data file \\Program Files (x86)\\Tesseract-OCR\\eng.traineddata Please make sure the TESSDATA_PREFIX environment variable is set to your "tessdata" directory. Failed loading language \'eng\' Tesseract couldn\'t load any languages! Could not initialize tesseract.')