如何使用swift在sprite kit中旋转sprite [英] How to rotate sprite in sprite kit with swift
问题描述
我的问题是关于两个精灵的旋转。当我触摸屏幕的右半部分时,旋转开始并移动sprite2和sprite3。如果我触摸屏幕的左半部分,旋转会停止,因为速度 - 速度= 0.如果我再次触摸左半部分,旋转开始。
Hi my problem is regarding the rotation of two sprites. When I touch the right half of the screen the rotation starts and moving sprite2 and sprite3. If I touch the left half of the screen the rotation stops because velocity-velocity = 0. If I touch the left half again the rotation begins.
但是,如果我触摸与当前旋转方向相对应的屏幕的一半,则速度会重复。我希望能够改变旋转方向,但速度保持不变。
However, if I touch the half of the screen corresponding with the current rotational-direction the velocity is duplicated. I want to be able to change the direction of the rotation, but for the speed to remain constant.
视频演示问题: http://youtu.be/HxLwl1QZiNM
import SpriteKit
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"bWhite")
let sprite2 = SKSpriteNode(imageNamed:"bBlue")
let sprite3 = SKSpriteNode(imageNamed:"bRed")
let circle = SKSpriteNode(imageNamed:"bCircle")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
backColor = SKColor(red: 0, green: 0, blue: 0, alpha: 1)
self.backgroundColor = backColor
sprite.setScale(1.25)
sprite2.setScale(1)
sprite3.setScale(1)
sprite.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
circle.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
sprite3.zRotation = 172.77
sprite2.anchorPoint = CGPointMake(-1.10, 0.5);
sprite3.anchorPoint = CGPointMake(-1.10, 0.5);
self.addChild(sprite)
self.addChild(circle)
sprite.addChild(sprite2)
sprite.addChild(sprite3)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let action = SKAction.rotateByAngle(CGFloat(M_PI), duration:1)
let action2 = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)
if (location.x > self.frame.size.width / 2)
{
sprite2.runAction(SKAction.repeatActionForever(action2))
sprite3.runAction(SKAction.repeatActionForever(action2))
} else {
sprite2.runAction(SKAction.repeatActionForever(action))
sprite3.runAction(SKAction.repeatActionForever(action))
}
}
}
推荐答案
好的,拿三个。我不是100%确定旋转何时应该结束的具体细节等等,但所有部分都应该使用下面的代码。它将:
OK, take three. I'm not 100% sure about the specifics of when the rotation should end etc. but all the pieces should be in place with the below code. It will:
- 根据第一次触摸的位置顺时针或逆时针开始旋转
- 停止
-
如果用户触摸屏幕的另一半,则切换旋转
- start rotation clockwise or counterclockwise based on the position of the first touch
- stop the rotation if the user touches for the same direction again
switch the rotation if the user touches on the other half of the screen
import SpriteKit
enum rotationDirection{
case clockwise
case counterClockwise
case none
}
class GameScene: SKScene {
var currentRotationDirection = rotationDirection.none
let sprite = SKSpriteNode(color: UIColor.yellowColor(), size: CGSizeMake(100, 100))
override func didMoveToView(view: SKView) {
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
sprite.physicsBody.affectedByGravity = false
sprite.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.addChild(sprite)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch : UITouch = touches.anyObject() as UITouch
let touchPosition = touch.locationInNode(self)
let newRotationDirection : rotationDirection = touchPosition.x < CGRectGetMidX(self.frame) ? .clockwise : .counterClockwise
if currentRotationDirection != newRotationDirection && currentRotationDirection != .none{
reverseRotation()
currentRotationDirection = newRotationDirection
} else if currentRotationDirection == newRotationDirection{
stopRotation()
currentRotationDirection = .none
} else if (currentRotationDirection == .none){
setupRotationWith(direction: newRotationDirection)
currentRotationDirection = newRotationDirection
}
}
func reverseRotation(){
let oldRotateAction = sprite.actionForKey("rotate")
let newRotateAction = SKAction.reversedAction(oldRotateAction)
sprite.runAction(newRotateAction(), withKey: "rotate")
}
func stopRotation(){
sprite.removeActionForKey("rotate")
}
func setupRotationWith(#direction: rotationDirection){
let angle : Float = (direction == .clockwise) ? Float(M_PI) : -Float(M_PI)
let rotate = SKAction.rotateByAngle(angle, duration: 1)
let repeatAction = SKAction.repeatActionForever(rotate)
sprite.runAction(repeatAction, withKey: "rotate")
}
}
编辑:更改示例以满足问题中的特定需求。有些奇怪的代码格式不太确定那里发生了什么。
Changed example to cater the specific needs in the question. Something odd with the code formatting not quite sure what's going on there.
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