因此,基本上在我的游戏中,我需要抛掷或扔出一个物体。到目前为止,我有一个精灵,可以拖动它,但是不能抛出它。游戏的想法是扔一个精灵与另一个精灵碰撞。我想要一个我们称之为testNode的精灵,以移动用户将其扔到何处
意思是,当我释放精灵时,我希望它沿我移动它的方向继续。我花了很长时间尝试解决这个问题,但我做不到。我正在使用SpriteKit for iOS 8+。如果有人可以帮忙,请做。
我看到了一个视频,但那是与GameSalad有关的,这是另一个故事。你可以看看
(如果您需要进一步的联系,请回复)
import Foundation; import SpriteKit; class Level:SKScene { TestNode:Test? //Test is a class I made //Removed the update and touches began due to it being irrelevant to what I need help with. override func didMoveToView(view: SKView){ testNode = Fruit(imageNamed: "apple_idle") testNode?.position = CGPointMake(60, 294) testNode?.xScale = 0.5 testNode?.yScale = 0.5 self.addChild(testNode!) } override func touchesMoved(touches: NSSet, withEvent event: UIEvent) { var nodeTouched = SKNode() var currentNodeTouched = SKNode() for touch: AnyObject in touches { let location = touch.locationInNode(self) nodeTouched = self.nodeAtPoint(location) testNode?.position = location } } override func touchesEnded(touches: NSSet, withEvent event: UIEvent) { var touch: UITouch = touches.anyObject() as UITouch var location: CGPoint = touch.locationInNode(self) as CGPoint }
这是我写的一个简单示例,它通过模拟游戏循环中的速度而不是直接设置位置来触摸来移动精灵。这使子画面更具动态性(即,您可以“扔”它,并在拖动子画面时使其与其他物理物体进行交互)。无需进行角度计算,我只是计算在一定时间间隔内将精灵移动到触摸位置所需的速度。在这种情况下,我将时间设置为1/60,以便立即应用运动,从而使对象显得反应灵敏。
import SpriteKit class GameScene: SKScene { var sprite: SKSpriteNode! var touchPoint: CGPoint = CGPoint() var touching: Bool = false override func didMoveToView(view: SKView) { self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame) sprite = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 50, height: 50)) sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size) sprite.position = CGPoint(x: self.size.width/2.0, y: self.size.height/2.0) self.addChild(sprite) } override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) { let touch = touches.first as! UITouch let location = touch.locationInNode(self) if sprite.frame.contains(location) { touchPoint = location touching = true } } override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) { let touch = touches.first as! UITouch let location = touch.locationInNode(self) touchPoint = location } override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) { touching = false } override func update(currentTime: CFTimeInterval) { if touching { let dt:CGFloat = 1.0/60.0 let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y) let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt) sprite.physicsBody!.velocity=velocity } } }
您可以自己调整物理量计算,以获得所需的效果。但是这段代码应该足以让您入门。我想到的一些增强功能可能会限制速度,以使对象在释放时不会移动得太快。给触摸拖动增加延迟,以便移动精灵,但意外地在结尾处短暂停止,则继续抛出对象。