我想做的是:使SKSpriteNode遵循一个UIBezierPath,其中端点是用户触摸的位置。
问题:当用户触摸时,我将位置发送给处理移动它的播放器节点。然而,这只适用于玩家节点向上"指向"时,例如在第一次触碰时。其他触碰会让玩家移动到错误的点。
描述问题的图片:https://i.stack.imgur.com/nleXj.png
我在photoshop中添加了一些解释,下面是一个解释:
- Thick>是我正在移动的SKSpriteNode。
-紫色方块是触摸的确切位置,按顺序编号(实际上是为了调试目的添加的SKSpriteNodes)
-细箭头是球员在触球时的位置。
我认为问题出在玩家节点坐标系统和场景坐标系统之间的转换上。
例如:第一次触碰(当玩家的旋转方向没有改变时)会将玩家移动到正确的位置。然而,第二次触摸在玩家节点坐标系中是向左的,但随后它在场景坐标系中基本上是向左的,就好像触摸是随着节点旋转的,如果它被旋转到指向上方。
代码:
GameScene。m:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
[self playRiddle];
CGPoint touchPoint = [touch locationInNode:_player];
[_player moveTo:touchPoint];
SKSpriteNode *n = [SKSpriteNode spriteNodeWithColor:[UIColor purpleColor] size:CGSizeMake(10, 10)];
n.position = [self convertPoint:touchPoint fromNode:_player];
[_worldNode addChild:n];
}
}
Player.m:
- (void)moveTo:(CGPoint)point {
_moving = YES;
[self removeActionForKey:@"move"];
CGVector vector = [self convertAngleToVector:[self shipOrientation]];
CGPoint controlPoint = CGPointMake(vector.dx, vector.dy);
UIBezierPath *path = [self createPathWindEndPoint:point controlPoint:controlPoint];
SKAction *move = [SKAction followPath:[path CGPath] asOffset:YES orientToPath:YES speed:15];
SKAction *done = [SKAction runBlock:^{
_moving = NO;
}];
[self runAction:[SKAction sequence:@[move, done]] withKey:@"move"];
}
- (UIBezierPath *)createPathWindEndPoint:(CGPoint)endpoint controlPoint:(CGPoint)cp {
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointZero];
[path addQuadCurveToPoint:endpoint controlPoint:cp];
//Draw path
SKShapeNode *line = [SKShapeNode node];
line.path = [path CGPath];
[line setStrokeColor:[UIColor darkGrayColor]];
line.position = self.position;
[self.parent addChild:line];
return path;
}
- (CGVector)convertAngleToVector:(CGFloat)radians {
CGVector vector;
vector.dx = cos(radians) * 25;
vector.dy = sin(radians) * 25;
return vector;
}
- (CGFloat)shipOrientation {
return self.zRotation + M_PI_2;
}
_player节点的父节点是一个添加到GameScene中的SKNode。我用[node convertPoint: ..]尝试了很多东西。但没有成功。希望你能给我指点一下方向。
谢谢!
我建议你使用绝对场景坐标而不是相对节点坐标来创建路径。下面是一个示例:
GameScene
1)在touchesBegan
中,进行以下更改,将触摸位置转换为场景坐标
CGPoint touchPoint = [touch locationInNode:self];
Player.m
2)修改以下内容,以场景坐标创建路径(见注释)
- (void)moveTo:(CGPoint)point {
_moving = YES;
[self removeActionForKey:@"move"];
CGVector vector = [self convertAngleToVector:[self shipOrientation]];
// Offset the control point by the node's position
CGPoint controlPoint = CGPointMake(vector.dx+self.position.x, vector.dy+self.position.y);
UIBezierPath *path = [self createPathWindEndPoint:point controlPoint:controlPoint];
// Use absolute path
SKAction *move = [SKAction followPath:[path CGPath] asOffset:NO orientToPath:YES speed:15];
SKAction *done = [SKAction runBlock:^{
_moving = NO;
}];
[self runAction:[SKAction sequence:@[move, done]] withKey:@"move"];
}
- (UIBezierPath *)createPathWindEndPoint:(CGPoint)endpoint controlPoint:(CGPoint)cp {
UIBezierPath *path = [UIBezierPath bezierPath];
// Use scene coordinates
[path moveToPoint:self.position];
[path addQuadCurveToPoint:endpoint controlPoint:cp];
//Draw path
SKShapeNode *line = [SKShapeNode node];
line.path = [path CGPath];
[line setStrokeColor:[UIColor darkGrayColor]];
// Line relative to the origin
line.position = CGPointZero;
[self.parent addChild:line];
return path;
}
如果您想在一个节点和它的父节点之间转换点,那么试试下面的代码:
CGPoint myPoint = [self convertPoint:myNode.position fromNode:myNode.parent];
你还应该看看在视图和场景坐标之间转换