【发布时间】:2017-01-05 16:27:59
【问题描述】:
我一直在尝试做的是创建一个可以移动玩家的“Joy Stick”。这是我目前所拥有的:
import UIKit
import SpriteKit
import SceneKit
class GameViewController: UIViewController, SCNSceneRendererDelegate {
var isTracking = false
var firstTrackingLocation = CGPoint.zero
var trackingVelocity = CGPoint.zero
var trackingDistance : CGFloat = 0.0
var previousTime : NSTimeInterval = 0.0
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene(named: "art.scnassets/level.scn")!
let scnView = self.view as! SCNView
scnView.delegate = self
scnView.scene = scene
scnView.showsStatistics = true
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if isTracking == false {
for touch in touches {
isTracking = true
let location = touch.locationInView(self.view)
firstTrackingLocation = location
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
if isTracking {
trackingVelocity = touches.first!.locationInView(self.view)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
isTracking = false
trackingVelocity = CGPoint.zero
}
func renderer(renderer: SCNSceneRenderer, updateAtTime time: NSTimeInterval) {
if isTracking == true {
let scnView = self.view as! SCNView
let character = scnView.scene!.rootNode.childNodeWithName("person", recursively: true)
let deltaTime = time - previousTime
let pointsPerSecond: CGFloat = 1.0 * CGFloat(deltaTime)
var xResult:CGFloat = 0.0
var yResult:CGFloat = 0.0
let point = firstTrackingLocation
let endPoint = trackingVelocity
let direction = CGPoint(x: endPoint.x - point.x, y: endPoint.y - point.y)
if direction.x > direction.y {
let movePerSecond = pointsPerSecond/direction.x
xResult = direction.x*movePerSecond
yResult = direction.y*movePerSecond
} else {
let movePerSecond = pointsPerSecond/direction.y
xResult = direction.x*movePerSecond
yResult = direction.y*movePerSecond
}
character!.position = SCNVector3(CGFloat(character!.position.x) + (xResult), CGFloat(character!.position.y), CGFloat(character!.position.z) + (yResult))
let camera = scnView.scene?.rootNode.childNodeWithName("camera", recursively: true)
camera?.position = SCNVector3(CGFloat(camera!.position.x) + (xResult), CGFloat(camera!.position.y), CGFloat(camera!.position.z) + (yResult))
}
previousTime = time
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Landscape
}
}
现在这有效,除非您将手指拖动到手机的另一侧,角色移动的速度比您几乎不移动手指的速度快 10 倍。所以我想要的是一个操纵杆,如果你稍微拖动一点或移动到屏幕的另一侧,它就能以相同的速度移动角色。而且我还想如果你在屏幕的另一边改变方向,角色会向另一个方向移动。所以,我的猜测是需要保存一个 lastPoint,然后当调用 touchesMoved 时,我们以某种方式计算从 lastPoint 到 currentPoint 的方向,然后在渲染器中移动角色。我知道大部分代码可能是垃圾,但在此先感谢。
【问题讨论】:
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如果你有兴趣,苹果的Building a SceneKit Game with the Xcode Scene Editor有一个例子
标签: ios swift sprite-kit scenekit