Spritekit中的Pan Gesture Recognizer移动对象

问题描述 投票:1回答:1

我正试图在spritkit制作一个游戏,并且无法弄清楚我如何能够像平移手势识别器一样在屏幕上左右拖动球。

import UIKit
import SpriteKit

class GameScene: SKScene,SKPhysicsContactDelegate {

  var ball = SKShapeNode()
  let slidePlayer = UIPanGestureRecognizer()

  override func didMoveToView(view: SKView) {   
    ball = SKShapeNode(circleOfRadius: 15)
    ball.position = CGPointMake(self.frame.size.width/2, 500)
    ball.fillColor = SKColor.purpleColor()
    self.addChild(ball)

    slidePlayer.addTarget(ball, action: "slide")
    self.view?.addGestureRecognizer(slidePlayer)
  }

  func slide(){
    print("slide")
  }
}
swift sprite-kit draggable swift2 uipangesturerecognizer
1个回答
0
投票

这是playButton的示例代码,我在屏幕上左右拖动。

import SpriteKit

class GameScene: SKScene {

    let playButton = SKSpriteNode(imageNamed: "play_unpresed")
    var fingureIsOnNinja = false
    let playCategoryName = "play"

    override func didMoveToView(view: SKView) {

        addPlayButton()
    }

    func addPlayButton(){

        playButton.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
        playButton.xScale = 0.2
        playButton.yScale = 0.2
        playButton.name = playCategoryName  //give it a category name
        self.addChild(playButton)
    }

    override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
        /* Called when a touch begins */
        for touch in (touches as! Set<UITouch>){
            let location = touch.locationInNode(self)

            if self.nodeAtPoint(location) == self.playButton {

                fingureIsOnNinja = true  //make this true so it will only move when you touch it.

            }
        }
    }

    override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {

        if fingureIsOnNinja {

            if let touch = touches.first as? UITouch {

                let touchLoc = touch.locationInNode(self)
                let prevTouchLoc = touch.previousLocationInNode(self)
                let ninja = self.childNodeWithName(playCategoryName) as! SKSpriteNode
                var newYPos = playButton.position.y + (touchLoc.y - prevTouchLoc.y)
                var newXPos = playButton.position.x + (touchLoc.x - prevTouchLoc.x)

                newYPos = max(newYPos, playButton.size.height / 2)
                newYPos = min(newYPos, self.size.height - playButton.size.height / 2)

                newXPos = max(newXPos, playButton.size.width / 2)
                newXPos = min(newXPos, self.size.width - playButton.size.width / 2)

                playButton.position = CGPointMake(newXPos, newYPos)  //set new X and Y for your sprite.
            }
        }
    }
}

希望它会有所帮助。

你可以在THIS上关注SpriteKit基本教程。

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