Spritekit动画不改变

时间:2019-01-17 01:20:34

标签: ios swift sprite-kit

我的游戏中有一个虚拟控制板。如果我按住方向按钮之一,播放器将朝正确的方向移动并显示正确的图像和动画。但是,如果我将手指从一个控件滑到另一个控件(从右到下),则播放器将向下移动,但是图像和动画不会改变,直到我抬起手指为止。下面是我处理触摸的代码:

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

        if upRect.contains(location) {
            moveXDirection = 0
            moveYDirection = 1
            isIdle = false
            playerSprite.walkUpPlayer()
        } else if rightRect.contains(location) {
            moveXDirection = 1
            moveYDirection = 0
            isIdle = false
            playerSprite.walkLRPlayer()
        } else if downRect.contains(location) {
            moveXDirection = 0
            moveYDirection = -1
            isIdle = false
            playerSprite.walkDownPlayer()
        } else if leftRect.contains(location) {
            moveXDirection = -1
            moveYDirection = 0
            isIdle = false
             playerSprite.walkLRPlayer()
        }
        if !isIdle && moveXDirection != 0 {
            playerSprite.xScale = moveXDirection
        }
    }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in (touches as! Set<UITouch>) {
        let location = touch.location(in: cameraNode)

        if upRect.contains(location) {
            moveXDirection = 0
            moveYDirection = 1
            isIdle = false
        } else if rightRect.contains(location) {
            moveXDirection = 1
            moveYDirection = 0
            isIdle = false
        } else if downRect.contains(location) {
            moveXDirection = 0
            moveYDirection = -1
            isIdle = false
        } else if leftRect.contains(location) {
            moveXDirection = -1
            moveYDirection = 0
            isIdle = false
        }
        if !isIdle && moveXDirection != 0 {
            playerSprite.xScale = moveXDirection
        }

    }
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    idlePlayer()
}

我更改播放器动画的代码是:

func idlePlayer() {
    removeAllActions()
}

func walkLRPlayer() {
    removeAllActions()
    run(SKAction.repeatForever(walkLRAnimation!))
}

func walkUpPlayer() {
    removeAllActions()
    run(SKAction.repeatForever(walkUpAnimation!))
}

func walkDownPlayer() {
    removeAllActions()
    run(SKAction.repeatForever(walkDownAnimation!))
}

任何建议将不胜感激。

1 个答案:

答案 0 :(得分:0)

您的播放器从touchesBegan中的一个方向开始,然后在touchesEnded上停止。问题在于您不处理touchesMoves上的方向更改。

让我们创建一个全局变量,该变量将告诉我们是否改变了方向。

var previous_direction : Int = -1 // idle state

在触摸功能上,添加previous_direction行为。

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

        // we start with previous_direction being the start direction

        if upRect.contains(location) {
            previous_direction = 0  // up
        } else if rightRect.contains(location) {
            previous_direction = 1  // right
        } else if downRect.contains(location) {
            previous_direction = 2  // down
        } else if leftRect.contains(location) {
            previous_direction = 3  // left
        }
    }
}

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

        // we create a current_direction also
        var current_direction : Int = -1

        // get current_direction 
        if upRect.contains(location) {
            current_direction = 0 // up
        } else if rightRect.contains(location) {
            current_direction = 1 // right
        } else if downRect.contains(location) {
            current_direction = 2 // down
        } else if leftRect.contains(location) {
            current_direction = 0 // left
        }

        // now we compare if the current_direction is different from previous_direction
        if current_direction != previous_direction
        {
             player.removeAllActions()

             // attribute new direction
             if current_direction == 0 {
                   playerSprite.walkUpPlayer()
             } else if current_direction == 1 {
                   walkLRPlayer.walkLRPlayer()
             } else if current_direction == 2 {
                   walkLRPlayer.walkDownPlayer()
             } else if current_direction == 3 {
                   walkLRPlayer.walkLRPlayer() } 

             // we prepare previous_direction for the next time he enters this function
             previous_direction = current_direction  
        }
    }
 }

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    // reset previous_direction
    previous_direction = - 1 // idle state
}