我在动画,物理和类似的东西上遇到麻烦。
无论如何,我要为一个球创建脉冲效应,其中脉冲本身能够与屏幕上的元素发生碰撞,因此我创建了另一个想要连续缩放的spriteNode(球的子代) ,无需依赖触摸。
我读到,在这些情况下,最好不要使用SKActions。
我的问题是:如何通过更新功能缩放或增加spriteNode的大小?
例如,代码代表了我到目前为止为运动所做的工作。
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var entities = [GKEntity]()
var graphs = [String: GKGraph]()
var movingSquareLv1 = SKSpriteNode()
var pulsingSphereLv2 = SKSpriteNode()
var lv2SpherePulse = SKSpriteNode()
var xVeloicty: CGFloat = 100
override func sceneDidLoad() {
movingSquareLv1 = self.childNode(withName: "movingSquare") as!SKSpriteNode
movingSquareLv1.physicsBody = SKPhysicsBody(rectangleOf: movingSquareLv1.size)
movingSquareLv1.physicsBody ? .affectedByGravity = false
pulsingSphereLv2 = self.childNode(withName: "pulsingSphere") as!SKSpriteNode
pulsingSphereLv2.physicsBody ? .affectedByGravity = false
lv2SpherePulse = pulsingSphereLv2.childNode(withName: "lv2SpherePulse") as!SKSpriteNode
lv2SpherePulse.physicsBody ? .affectedByGravity = false
}
func touchDown(atPoint pos: CGPoint) {
}
func touchMoved(toPoint pos: CGPoint) {
}
func touchUp(atPoint pos: CGPoint) {
}
override func touchesBegan(_ touches: Set < UITouch > , with event: UIEvent ? ) {
for t in touches {
self.touchDown(atPoint: t.location( in: self))
}
}
override func touchesMoved(_ touches: Set < UITouch > , with event: UIEvent ? ) {
for t in touches {
self.touchMoved(toPoint: t.location( in: self))
}
}
override func touchesEnded(_ touches: Set < UITouch > , with event: UIEvent ? ) {
for t in touches {
self.touchUp(atPoint: t.location( in: self))
}
}
override func touchesCancelled(_ touches: Set < UITouch > , with event: UIEvent ? ) {
for t in touches {
self.touchUp(atPoint: t.location( in: self))
}
}
override func update(_ currentTime: TimeInterval) {
rectMovement()
}
func rectMovement() {
if movingSquareLv1.frame.maxX >= self.size.width / 2 {
xVeloicty = -100
} else if movingSquareLv1.frame.minX <= -self.size.width / 2 {
xVeloicty = 100
}
let rate: CGFloat = 0.5
let relativeVelocity: CGVector = CGVector(dx: xVeloicty - movingSquareLv1.physicsBody!.velocity.dx, dy: 0)
movingSquareLv1.physicsBody!.velocity = CGVector(dx: movingSquareLv1.physicsBody!.velocity.dx + relativeVelocity.dx * rate, dy: 0)
}
}
这是由两个精灵组成的对象,我要处理的是最大的一个。
我不知道为什么您所读的内容都说操作不合适,但是如果您想从update
中显式更改节点的大小,则可以设置其缩放比例。
myNode.setScale(2.5) // 2.5x as big as normal
myNode.setScale(0.5) // half size
myNode.xScale = 1.5
myNode.yScale = myNode.xScale * 2 // Set x and y separately for non-uniform scaling
请参阅SKNode
的“缩放和旋转”部分中的文档:https://developer.apple.com/documentation/spritekit/sknode