我有一个SKSpriteNode作为一个球,它被赋予了所有的SKPhysicsBody属性向所有方向移动。我现在想要的是使它成为unidirectional (只是朝着它以前没有移动过的方向移动,而不是回到它曾经移动过的路径)。目前我对这个问题有以下几点思考,
back
fieldBitMask,到它迭代的路径上,并拒绝球返回touchesBegan/ touchesMoved方法的球上应用某种force/ impulses,以防止其进入update方法H 116可以在堆栈流溢出中处理的force/ impulses,后者甚至在周末也在编写代码:)H 217F 218
支持代码片段以更好地理解,
//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)
}
}发布于 2020-02-06 08:55:43
这是touchesBegan/ touchesMoved和update func中的一个小黑客组合,
首先,您需要了解发生了什么触摸,获取它的名称(在我的例子中,我创建了α为0的节点,但在它们之上移动时变得可见,即alpha 1)。在touchesBegan, touchesMoved中,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
}
}
}第二,通过使用点击识别器设置,在屏幕上使用BOOL touching跟踪用户交互,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中,如下所示:
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)
}
}
}https://stackoverflow.com/questions/60018022
复制相似问题