快速移动精灵以跟随手指

时间:2018-12-17 16:25:22

标签: swift sprite-kit

是否可以使用速度使精灵跟随您的手指?我希望精灵跟随我的手指,但我不希望它被拖放。我希望它能够与具有委托属性的其他精灵交互。

例如:我希望球撞到墙壁时重置。 我已经设置了重置球的代码。当球撞到墙壁时,它不会重置。我输入了打印语句,以查看其是否记录了冲突。当球撞到墙上时,它会打印该语句。

那是我如何使球移动的问题,对吧?

或者我的代码可能有错误。

代码:

import SpriteKit
import GameplayKit



class GameScene: SKScene {

    var ball = SKSpriteNode()
    var danger1 = SKSpriteNode()
    var danger2 = SKSpriteNode()
    var goal = SKSpriteNode()


    override func didMove(to view: SKView) {

        physicsWorld.contactDelegate = self
        ball = self.childNode(withName: "ball") as! SKSpriteNode
        danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
        danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
        goal = self.childNode(withName: "goal") as! SKSpriteNode

        let border = SKPhysicsBody(edgeLoopFrom: self.frame)
        border.friction = 0
        border.restitution = 0

        danger1.physicsBody = SKPhysicsBody(rectangleOf: danger1.size)
        danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger1.physicsBody?.isDynamic = false

        danger2.physicsBody = SKPhysicsBody(rectangleOf: danger2.size)
        danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger2.physicsBody?.isDynamic = false

        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
        ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
        ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory | PhysicsCategories.goalCategory
        ball.physicsBody?.collisionBitMask = PhysicsCategories.none
        ball.physicsBody?.isDynamic = true
        ball.physicsBody!.affectedByGravity = false

        goal.physicsBody = SKPhysicsBody(rectangleOf: goal.size)
        goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
        goal.physicsBody?.isDynamic = false


        setupPhysics()
        startGame()
    }
    func setupPhysics() {
        physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
        physicsWorld.contactDelegate = self
    }


    func startGame() {
        ball.position = CGPoint(x: 0, y: 550)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
            let location = touch.location(in: self)
            ball.position.x = location.x
            ball.position.y = location.y

        }
    }

    override func update(_ currentTime: TimeInterval) {
        // Called before each frame is rendered
    }
}

extension GameScene: SKPhysicsContactDelegate {



    func didBegin(_ contact: SKPhysicsContact) {
        let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

        if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
            print("Contact")
        } else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
            print("goal contact")
        }
    }

}

1 个答案:

答案 0 :(得分:0)

如前所述,应该使用速度而不是位置。

您必须应用仓位差异。为了使其更平滑,还应该对速度施加重量。

这未经测试,看起来更像是伪代码,但这基本上是您应该做的。

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let destination = touch.location(in: self)
        let position = ball.position
        let direction = destination - position // the vector of the difference
        let weight = 0.95 // 0.0 to 1.0 

        ball.velocity = CGVector(direction * weight) // multiply the vector by the weight
    }
}

您应该在运行每帧的循环中执行此操作,并使用标志来查看是否有手指触摸屏幕,因为在触摸屏幕时它不会施加速度,但不要移动手指。