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[英]How to detect hidden SKSpriteNode by touching them in Spritekit?
[英]How to make SKSpriteNode rotate in the direction of touching?
您能幫我解決我遇到的問題嗎?
-(void)didMoveToView:(SKView )view {/在此處設置場景* /
_skyColor = [SKColor colorWithRed:113.0/255.0 green:197.0/255.0 blue:207.0/255.0 alpha:1.0];
[self setBackgroundColor:_skyColor];
//Setup the array to hold the walking frames
NSMutableArray *padlingFrames = [NSMutableArray array];
//Load the TextureAtlas for the bear
SKTextureAtlas *kajakAnimatedAtlas = [SKTextureAtlas atlasNamed:@"KajakImages"];
//Load the animation frames from the TextureAtlas
long numImages = kajakAnimatedAtlas.textureNames.count;
for (int i=1; i <= numImages; i++) {
NSString *textureName = [NSString stringWithFormat:@"kajak_0%d", i];
SKTexture *temp = [kajakAnimatedAtlas textureNamed:textureName];
[padlingFrames addObject:temp];
}
_kajakPadlingFrames = padlingFrames;
//Create kajak sprite, setup position in middle of the screen, and add to Scene
SKTexture *temp = _kajakPadlingFrames[0];
_kajak = [SKSpriteNode spriteNodeWithTexture:temp];
_kajak.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[_kajak setScale:0.2];
[self addChild:_kajak];
}
-(void)touchesBegan:(NSSet * )用event :(UIEvent )event {/觸摸開始時調用* /
CGPoint touchLocation = [[touches anyObject] locationInNode:self];
[self updateRotate:touchLocation];
}
(void)updateRotate:(CGPoint)touchLocation {
float deltaX = touchLocation.x-_kajak.position.x; float deltaY = touchLocation.y-_kajak.position.y;
浮角= atan2f(deltaY,deltaX); SKAction * action = [SKAction rotationByAngle:CC_RADIANS_TO_DEGREES(angle)持續時間:5.0];
[_kajak runAction:action]; }
皮划艇沒有朝我觸摸的方向旋轉。 這是我想念的東西嗎? 請幫我。 提前給你加油
SKSpriteNodes的零角度朝上(與將零角度視為向右的標准觸發函數相反)。 我必須創建一個特殊的角度計算功能,以在游戲中將其考慮在內(請參見下面的Swift)。
您可能還需要確保用於該位置的坐標系對於精靈和觸摸位置相同。 根據您的代碼(我對Obj-C不太滿意),我相信它們都基於場景的邊界,但我不確定。
// angle between two points
// ------------------------
// SpriteKit's zero angle is pointing up
// atan2 returns an angle pointing right
// we're usung sprite kit's conventions so removing 90° from the result
//
func spriteAngleFrom(start:CGPoint, to finish:CGPoint) -> CGFloat
{
let deltaX = finish.x - start.x
let deltaY = finish.y - start.y
return atan2(deltaY,deltaX) - CGFloat.pi/2
}
您還需要使用rotateToAngle,而不是rotateByAngle。 我建議您也指定shortestUnitArc:true。
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