Ios 使SKPhysicsBody单向
我有一个Ios 使SKPhysicsBody单向,ios,swift,sprite-kit,skspritenode,skphysicsbody,Ios,Swift,Sprite Kit,Skspritenode,Skphysicsbody,我有一个SKSpriteNode作为一个球,它被赋予了所有SKPhysicsBody属性在各个方向上移动。我现在想要的是使它成为单向的(只朝着它以前没有移动过的方向移动,不要回到它曾经移动过的路径上)。目前我对这个问题有以下想法 创建一个字段位掩码,指向它所迭代的路径并排斥 球不回了 从触球开始/触球移动方法对球施加某种力/脉冲,以防止球反弹 可以在update方法中处理的内容 stackflowoverflow的救星,甚至在周末也在编码:) 支持代码片段以便更好地理解 //getting
SKSpriteNode
作为一个球,它被赋予了所有SKPhysicsBody
属性在各个方向上移动。我现在想要的是使它成为单向的(只朝着它以前没有移动过的方向移动,不要回到它曾经移动过的路径上)。目前我对这个问题有以下想法
- 创建一个
,指向它所迭代的路径并排斥 球不回了字段位掩码
- 从
方法对球施加某种触球开始/触球移动
,以防止球反弹力/脉冲
- 可以在
方法中处理的内容update
- stackflowoverflow的救星,甚至在周末也在编码:)
//getting current touch position by using UIEvent methods
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
lastTouchPoint = nil
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
lastTouchPoint = nil
}
//ball created
func createPlayer(){
player = SKSpriteNode(imageNamed: "player")
player.position = CGPoint(x: 220, y: 420)
player.zPosition = 1
//physics for ball
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.allowsRotation = false
player.physicsBody?.linearDamping = 0.5
player.physicsBody?.categoryBitMask = collisionTypes.player.rawValue
player.physicsBody?.contactTestBitMask = collisionTypes.finish.rawValue
player.physicsBody?.collisionBitMask = collisionTypes.wall.rawValue
addChild(player)
}
//unwarp the optional property, calclulate the postion between player touch and current ball position
override func update(_ currentTime: TimeInterval) {
guard isGameOver == false else { return }
if let lastTouchPosition = lastTouchPoint {
//this usually gives a large value (related to screen size of the device) so /100 to normalize it
let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y)
physicsWorld.gravity = CGVector(dx: diff.x/100, dy: diff.y/100)
}
}
//使用UIEvent方法获取当前触摸位置
覆盖func TouchesBegind(Touchs:Set,带有事件:UIEvent?){
guard let touch=touch.first else{return}
让位置=触摸。位置(in:self)
lastTouchPoint=位置
}
覆盖功能触摸移动(touchs:Set,带有事件:UIEvent?){
guard let touch=touch.first else{return}
让位置=触摸。位置(in:self)
lastTouchPoint=位置
}
覆盖函数touchesend(touchs:Set,带有事件:UIEvent?){
lastTouchPoint=nil
}
覆盖功能触摸已取消(touchs:Set,带有事件:UIEvent?){
lastTouchPoint=nil
}
//球创造
func createPlayer(){
player=SKSpriteNode(图像名为“player”)
player.position=CGPoint(x:220,y:420)
player.zPosition=1
//球的物理学
player.physicsBody=SKPhysicsBody(圆圈:player.size.width/2)
player.physicsBody?.allowsRotation=false
玩家.physicsBody?.linearDamping=0.5
player.physicsBody?.categoryBitMask=碰撞类型.player.rawValue
player.physicsBody?.contactTestBitMask=collisionTypes.finish.rawValue
player.physicsBody?.collisionBitMask=collisionTypes.wall.rawValue
addChild(玩家)
}
//取消翻转可选属性,计算球员触球和当前球位之间的位置
覆盖函数更新(uCurrentTime:TimeInterval){
guard isGameOver==false否则{return}
如果让lastTouchPosition=lastTouchPoint{
//这通常会给出一个较大的值(与设备的屏幕大小相关)so/100以使其正常化
设diff=CGPoint(x:lastTouchPosition.x-player.position.x,y:lastTouchPosition.y-player.position.y)
physicsWorld.gravity=CGVector(dx:diff.x/100,dy:diff.y/100)
}
}
这是一个结合了触摸开始/触摸移动
和更新
功能的小技巧
首先,您需要了解发生的触碰,获取其名称(在我的
案例一创建了alpha值为0的节点,但在
在它们上面移动,即阿尔法1)。在触摸开始,触摸移动
如下
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
if name == "vortex"
{
touching = false
self.view!.isUserInteractionEnabled = false
print("Touched on the interacted node")
}else{
self.view!.isUserInteractionEnabled = true
touching = true
}
}
}
func setupTapDetection() {
let t = UITapGestureRecognizer(target: self, action: #selector(tapped(_:)))
view?.addGestureRecognizer(t)
}
@objc func tapped(_ tap: UITapGestureRecognizer) {
touching = true
}
其次,通过使用点击识别器设置,在屏幕上使用BOOL触摸来跟踪用户交互,如下所示
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
if name == "vortex"
{
touching = false
self.view!.isUserInteractionEnabled = false
print("Touched on the interacted node")
}else{
self.view!.isUserInteractionEnabled = true
touching = true
}
}
}
func setupTapDetection() {
let t = UITapGestureRecognizer(target: self, action: #selector(tapped(_:)))
view?.addGestureRecognizer(t)
}
@objc func tapped(_ tap: UITapGestureRecognizer) {
touching = true
}
最后在update
中进行如下检查:
guard isGameOver == false else { return }
self.view!.isUserInteractionEnabled = true
if(touching ?? true){
if let lastTouchPosition = lastTouchPoint {
//this usually gives a large value (related to screen size of the device) so /100 to normalize it
let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y)
physicsWorld.gravity = CGVector(dx: diff.x/100, dy: diff.y/100)
}
}
}
我将于明天提交此文件,感谢您的帮助;(