Ios Swift SpriteKit触摸开始检测右/左

Ios Swift SpriteKit触摸开始检测右/左,ios,swift,xcode,sprite-kit,skspritenode,Ios,Swift,Xcode,Sprite Kit,Skspritenode,因此,在我的应用程序中,我使用下面的代码来反弹球,但问题是,如果我按right键,球会向左反弹,如果我按left键,球会向左反弹。如果我按下中间,它就会像正常一样直线上升。这是我正在使用的代码: var PlayingFlag:Bool = false let jumpAmount:Double = 310.0 var Ballx1:CGFloat = 0.0 var Ballx2:CGFloat = 0.0 var Ballx3:CGFloat = 0.0 var Ballx4:CGFloat

因此,在我的应用程序中,我使用下面的代码来反弹球,但问题是,如果我按right键,球会向左反弹,如果我按left键,球会向左反弹。如果我按下中间,它就会像正常一样直线上升。这是我正在使用的代码:

var PlayingFlag:Bool = false
let jumpAmount:Double = 310.0
var Ballx1:CGFloat = 0.0
var Ballx2:CGFloat = 0.0
var Ballx3:CGFloat = 0.0
var Ballx4:CGFloat = 0.0
var BallMoveAmount = (10.0, 100.0, 150.0, 200.0)

func CreateBall(){

        let ballTexture = SKTexture(imageNamed: "ball")
        ballTexture.filteringMode = .Nearest
        self.ball = SKSpriteNode(texture: ballTexture)
        self.ball!.physicsBody = SKPhysicsBody(texture: ballTexture, size: ball!.size)
        self.ball!.physicsBody?.dynamic = true
        self.ball!.physicsBody?.allowsRotation = true
        self.ball!.physicsBody?.restitution = 0.6
        self.ball!.physicsBody?.mass = 0.430 // m = 430g
        self.ball!.position = CGPoint(x: self.frame.size.width / 2 , y: self.frame.size.height)
        self.ball!.physicsBody?.collisionBitMask = 0x1 << 1
        self.ball!.zPosition = 10
        self.addChild(self.ball!)

        let Ballx0 = ball!.size.width
        self.Ballx1 = Ballx0 * 0.2
        self.Ballx2 = Ballx0 * 0.4
        self.Ballx3 = Ballx0 * 0.6
        self.Ballx4 = Ballx0 * 0.8
    }

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        let ballHeight = self.ball!.size.height
            for touch : UITouch in touches{

                let tpoint = touch.locationInNode(self)
                if tpoint.y < (self.ball!.position.y + (ballHeight / 2.0)) {
                    if tpoint.y > (self.ball!.position.y - (ballHeight / 2.0))
                    {
                        var xpower:Double = 0.0
                        let xpo = abs(tpoint.x - self.ball!.position.x)
                        if(xpo < self.Ballx1){
                            xpower = BallMoveAmount.0
                        }else if (xpo < self.Ballx2) {
                            xpower = BallMoveAmount.1
                        }else if (xpo < self.Ballx3) {
                            xpower = BallMoveAmount.2
                        }else if (xpo < self.Ballx4) {
                            xpower = BallMoveAmount.3
                        }else{
                            return
                        }

                        if xpo > 0 {
                            xpower = xpower * -1
                        }
                        self.ball!.physicsBody?.velocity = CGVector.zero
                        self.ball!.physicsBody?.applyImpulse(CGVector(dx: xpower, dy: self.jumpAmount))
                        self.ball!.runAction(se_ball)

                        if !self.PlayingFlag { // initial touch
                            self.gonode?.removeFromParent()
                            self.PlayingFlag = true
                        }else{
                            //something else
                        }
                    }
                }
            }
        }

func didBeginContact(contact: SKPhysicsContact) {

        if !self.PlayingFlag { return }
        if contact.bodyA.node == self.floorSprite || contact.bodyB.node == self.floorSprite {

            self.PlayingFlag = false

            // Game over...

            self.ball?.removeFromParent()
        }
    }
var PlayingFlag:Bool=false
let jumpAmount:Double=310.0
var Ballx1:CGFloat=0.0
var Ballx2:CGFloat=0.0
var Ballx3:CGFloat=0.0
var Ballx4:CGFloat=0.0
var BallMoveAmount=(10.01000.0150.00200.0)
func CreateBall(){
让ballTexture=SKTexture(图像名为:“ball”)
ballTexture.filteringMode=.Nearest
self.ball=SKSpriteNode(纹理:ballTexture)
self.ball!.physicsBody=SKPhysicsBody(纹理:ballTexture,大小:ball!.size)
self.ball!.physicsBody?.dynamic=true
self.ball!.physicsBody?.allowsRotation=true
self.ball!.physicsBody?.restitution=0.6
self.ball!.physicsBody?.mass=0.430//m=430g
self.ball!.position=CGPoint(x:self.frame.size.width/2,y:self.frame.size.height)
self.ball!.physicsBody?.collisionBitMask=0x1(self.ball!.position.y-(ballHeight/2.0))
{
var xpower:Double=0.0
设xpo=abs(tpoint.x-self.ball!.position.x)
如果(xpo0{
xpower=xpower*-1
}
self.ball!.physicsBody?.velocity=CGVector.zero
self.ball!.physicsBody?.applyImpulse(CGVector(dx:xpower,dy:self.jumpAmount))
self.ball!.runAction(seu-ball)
if!self.PlayingFlag{//初始触摸
self.gonode?.removeFromParent()
self.PlayingFlag=true
}否则{
//别的
}
}
}
}
}
func didBeginContact(联系人:SKPhysicsContact){
if!self.PlayingFlag{return}
如果contact.bodyA.node==self.floorSprite | | contact.bodyB.node==self.floorSprite{
self.PlayingFlag=false
//游戏结束了。。。
self.ball?.removeFromParent()
}
}
尝试更改

if xpo > 0 {
    xpower = xpower * -1
}


尝试添加此功能:

func vectorFrom(point pointA: CGPoint, to pointB: CGPoint) -> CGVector {
        let vector = CGVector(dx: pointB.x - pointA.x, dy: 310.0)
        return vector
    }
然后更改这一行:

self.ball!.physicsBody?.applyImpulse(CGVector(dx: xpower, dy: self.jumpAmount))
为此:

let dirVector = vectorFrom(point: tpoint, to: ball!.position)
ball!.physicsBody?.applyImpulse(dirVector)

如果这对你不起作用,请告诉我

是的,当按下右键时,您将此逻辑放入方法中。同样,对于前者,当按下左键时,将在方法中调用。
let dirVector = vectorFrom(point: tpoint, to: ball!.position)
ball!.physicsBody?.applyImpulse(dirVector)