我有一个SKSpriteNode
球,它被赋予了所有SKPhysicsBody
属性向各个方向移动。我现在想要的是让它unidirectional
(只朝着它以前没有移动的方向前进,而不是回到它曾经前进过的道路上(。目前我对这个问题有以下想法,
- 做一个
fieldBitMask
,到它迭代的路径并排斥 球不回去 - 从
touchesBegan/ touchesMoved
方法对球施加某种force/ impulses
以防止它回去 - 可以用
update
方法处理的东西 - 来自StackFlowOverflow的救生员,即使在周末:)也编码
支持代码片段以便更好地理解,
//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)
}
}
嗯,这是touchesBegan/ touchesMoved
和update
功能的组合小技巧,
首先,您需要了解发生了哪个触摸,获取它的名称(在我的 案例我制作的节点的alpha为0,但在 在它们上方移动,即阿尔法 1(。touchesBegan, touchesMoved
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
}
}
}
第二次使用BOOL touching
跟踪用户交互,通过使用获取点击识别器设置在屏幕上,如下所示
func setupTapDetection() {
let t = UITapGestureRecognizer(target: self, action: #selector(tapped(_:)))
view?.addGestureRecognizer(t)
}
@objc func tapped(_ tap: UITapGestureRecognizer) {
touching = true
}
最后在update
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)
}
}
}