在SpriteKit中使用touchesMoved旋转奖品轮 [英] Spinning a prize wheel with touchesMoved in SpriteKit
本文介绍了在SpriteKit中使用touchesMoved旋转奖品轮的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
是否可以使用applyAngularImpulse而不是以指数方式提高车轮的速度?
理想情况下,我想让车轮跟随我的手指,但设置 node.zRotation + = atan2f(y2-y1,x2-x1)
旋转我的轮子失去控制。这就是我所确定的,但感觉非常不稳定:
is it possible to use applyAngularImpulse but not exponentially increase the speed of the wheel?
Ideally I'd like to have the wheel follow my finger, but setting node.zRotation += atan2f(y2-y1, x2-x1)
spins my wheel out of control. here's what i settled on, but it feels pretty wonky:
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
SKNode *node = [self nodeAtPoint:location];
CGPoint positionInScene = [touch locationInNode:self];
CGPoint previousPosition = [touch previousLocationInNode:self];
[node.physicsBody applyAngularImpulse:(previousPosition.x - positionInScene.x) * 0.1];
node.physicsBody.angularDamping = 1;
}
推荐答案
应用你的冲动后:
[node.physicsBody applyAngularImpulse:theImpulse];
只需将角速度钳制到最大速度,其最大速度取决于您想要允许车轮的速度旋转:
Simply clamp the angular velocity to a maximum speed whose value depends on how fast you want to allow the wheel to spin:
const CGFloat maxAngularVelocity = 2.5;
node.physicsBody.angularVelocity = MIN(node.physicsBody.angularVelocity, maxAngularVelocity);
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