使用SKSpriteKit和Swift 4移动和旋转精灵
我希望我的精灵角色随着我的手指移动和旋转。我让它工作得很好,但不知怎么搞砸了。我不确定我做了什么,但我一辈子都搞不清楚 任何帮助都将不胜感激。我确信这是我忽略的愚蠢的事情。提前谢谢 标记 斯威夫特使用SKSpriteKit和Swift 4移动和旋转精灵,swift,sprite-kit,sprite,touchesmoved,touches,Swift,Sprite Kit,Sprite,Touchesmoved,Touches,我希望我的精灵角色随着我的手指移动和旋转。我让它工作得很好,但不知怎么搞砸了。我不确定我做了什么,但我一辈子都搞不清楚 任何帮助都将不胜感激。我确信这是我忽略的愚蠢的事情。提前谢谢 标记 斯威夫特 import SpriteKit import GameplayKit //MARK: ---------------Global Variables Section var nodeType: String = String() var characterNode = Character()
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)
}
}
}
您的节点不会移动,因为您从未将characterNode分配给屏幕上的节点
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)
characterNode = node //ADD THIS LINE
node = addNode(NodeType: "Enemy")
applyPhysics(physicsNode: node, nodeImage: enemyImage, nodeSize: enemySize, nodeName: node.name!)
node.zPosition = 9
addChild(node)
}
忘了说它现在在做什么,什么也没说。他只是站在那里看起来很愚蠢。我建议编辑来编辑你的问题,而不是在一个动作中添加一条评论,说明它没有任何作用,并且在每一个动作中你都附加了一个新动作。这将是危险的,因为每个旋转到动作将堆叠在彼此的顶部,这意味着您将浪费周期
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)
characterNode = node //ADD THIS LINE
node = addNode(NodeType: "Enemy")
applyPhysics(physicsNode: node, nodeImage: enemyImage, nodeSize: enemySize, nodeName: node.name!)
node.zPosition = 9
addChild(node)
}