[英]How can I move a sprite while simultaneously firing a projectile in SpriteKit?
I am trying to write some logic using Swift 4 and SpriteKit to allow the user to move the spaceship around using a drag action while also allowing them to shoot a projectile. 我正在尝试使用Swift 4和SpriteKit编写一些逻辑,以允许用户使用拖动动作来移动飞船,同时还允许他们射击弹丸。 I can drag the spaceship around with my left thumb, but once I begin shooting with my right thumb by tapping, the spaceship stops moving. 我可以用左手的拇指拖动飞船,但是一旦通过点击开始用右手拇指射击,飞船就会停止移动。
I have enabled 'enableMultiTouch' in the viewDidLoad(). 我已经在viewDidLoad()中启用了“ enableMultiTouch”。 I feel as though I am very close to having this working, I am just missing a piece to allow a user to do both at the same time. 我感觉好像我已经很接近完成这项工作了,只是缺少了一块允许用户同时执行两项操作。 Thanks in advance. 提前致谢。
Here is what I have so far: 这是我到目前为止的内容:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if player.contains(touchLocation) {
playerIsTouched = true
} else {
// 2 - Set up initial location of projectile
let projectile = SKSpriteNode(imageNamed: "projectile")
projectile.position = player.position
projectile.physicsBody = SKPhysicsBody(circleOfRadius: projectile.size.width/2)
projectile.physicsBody?.isDynamic = true
projectile.physicsBody?.categoryBitMask = PhysicsCategory.projectile
projectile.physicsBody?.contactTestBitMask = PhysicsCategory.monster
projectile.physicsBody?.collisionBitMask = PhysicsCategory.none
projectile.physicsBody?.usesPreciseCollisionDetection = true
// 3 - Determine offset of location to projectile
let offset = touchLocation - projectile.position
// 4 - Bail out if you are shooting down or backwards
if offset.x < 0 {
return
} else {
run(SKAction.playSoundFileNamed("laser-shot-basic.wav", waitForCompletion: false))
shotsFired += 1
accuracyLabel.text = "\(trunc((shotsHit/shotsFired*100) * 10)/10)% Accuracy"
}
// 5 - OK to add now - you've double checked position
addChild(projectile)
// 6 - Get the direction of where to shoot
let direction = offset.normalized()
// 7 - Make it shoot far enough to be guaranteed off screen
let shootAmount = direction * 1000
// 8 - Add the shoot amount to the current position
let realDest = shootAmount + projectile.position
// 9 - Create the actions
let actionMove = SKAction.move(to: realDest, duration: 2.0)
let actionMoveDone = SKAction.removeFromParent()
projectile.run(SKAction.sequence([actionMove, actionMoveDone]))
}
if pauseButton.contains(touchLocation) {
run(gameLostSound, completion: {
let scene = LevelSelectScene(size: self.size)
self.view?.presentScene(scene)
})
}
// for touch: AnyObject in touches {
// let pointOfTouch = touch.location(in: self)
// let previousPointOfTouch = touch.previousLocation(in: self)
//
// let amountDragged = pointOfTouch.x - previousPointOfTouch.x
//
// player.position.x += amountDragged
// }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (playerIsTouched == true) {
player.position = (touches.first?.location(in: self))!
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// 1 - Choose one of the touches to work with
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
if playerIsTouched {
playerIsTouched = false
}
}
When you tap-to-fire that will cause two events: a 'begins' and an 'ends' event. 当您点击触发时,将导致两个事件:“开始”事件和“结束”事件。 However your touchesEnded method does not distinguish which touch has just ended, and sets your playerIsTouched parameter to false, thus further movement ceases. 但是你touchesEnded方法不区分哪些触摸刚刚结束,并设置你的playerIsTouched参数设置为false,从而进一步移动停止。
There are multiple ways of fixing this, depending on the larger and future structure of the app, but one way would be: in touchesEnded , use the location of the touch to determine whether it is the drag touch that has ended and only reset playerIsTouched if that is the case. 有多种解决方法,具体取决于应用程序的更大和将来的结构,但是一种方法是:在touchesEnded中 ,使用触摸的位置来确定是否是拖动触摸已经结束,并且仅在以下情况下重置playerIsTouched:就是这种情况。
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