SpriteNode 不遵循 cgpath
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【中文标题】SpriteNode 不遵循 cgpath【英文标题】:SpriteNode not following cgpath 【发布时间】:2013-10-06 23:38:21 【问题描述】:我对新游戏精灵有疑问... 我的“汽车”在第一圈就完美地跟随了赛道,但从那时起,它似乎在每圈结束时都会发生偏移。谁能告诉我我做错了什么?
- (void)createSceneContents
self.backgroundColor = [SKColor blackColor];
self.scaleMode = SKSceneScaleModeAspectFit;
// CREATING THE CAR AND THE TRACK
SKSpriteNode *myCar = [self newcar];
myCar.position = [[self trackShape] position];;
[self addChild:myCar];
SKShapeNode *track = [self trackShape];
track.position = CGPointMake(48, 40);
[self addChild:track];
- (SKSpriteNode *)newcar
// GENERATES A RECTANGLE FOR THE SPRITE NODE
SKSpriteNode *hull = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(20,50)];
CGPathRef pathRef = [[self bPath] CGPath];
// CAR SHOULD FOLLOW THE TRACK
// OK ONLY ON THE FIRST LAP
SKAction *hover = [SKAction sequence:@[[SKAction followPath:pathRef duration:20.0],
]];
hull.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hull.size];
hull.physicsBody.dynamic = NO;
[hull runAction: [SKAction repeatActionForever:hover]];
return hull;
-(SKShapeNode *)trackShape
SKShapeNode *newshape = [[SKShapeNode alloc] init];
newshape.position = CGPointMake(48, 40);
newshape.path = [[self bPath] CGPath];
newshape.fillColor = [SKColor clearColor];
newshape.strokeColor = [SKColor blueColor];
newshape.lineWidth = 8;
return newshape;
这是路径……都在同一个类中。
-(UIBezierPath *)bPath
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(48, 40)];
[bezierPath addLineToPoint: CGPointMake(10.5, 147.5)];
[bezierPath addCurveToPoint: CGPointMake(131.5, 209.5) controlPoint1: CGPointMake(10.5, 147.5) controlPoint2: CGPointMake(45.01, 253.16)];
[bezierPath addCurveToPoint: CGPointMake(267.5, 209.5) controlPoint1: CGPointMake(217.99, 165.84) controlPoint2: CGPointMake(259.57, 194.46)];
[bezierPath addCurveToPoint: CGPointMake(283.5, 302.5) controlPoint1: CGPointMake(275.43, 224.54) controlPoint2: CGPointMake(325.48, 263.29)];
[bezierPath addCurveToPoint: CGPointMake(105.5, 327.5) controlPoint1: CGPointMake(241.52, 341.71) controlPoint2: CGPointMake(128.94, 352.5)];
[bezierPath addCurveToPoint: CGPointMake(10.5, 396.5) controlPoint1: CGPointMake(82.06, 302.5) controlPoint2: CGPointMake(-27.5, 333.95)];
[bezierPath addCurveToPoint: CGPointMake(239.5, 448.5) controlPoint1: CGPointMake(48.5, 459.05) controlPoint2: CGPointMake(195.5, 463.67)];
[bezierPath addCurveToPoint: CGPointMake(283.5, 40.5) controlPoint1: CGPointMake(399.5, 40.5) controlPoint2: CGPointMake(375.39, 205.99)];
[bezierPath addCurveToPoint: CGPointMake(153.5, 78.5) controlPoint1: CGPointMake(191.61, -124.99) controlPoint2: CGPointMake(153.5, 78.5)];
[bezierPath addLineToPoint: CGPointMake(48, 40)];
[bezierPath closePath];
return bezierPath;
【问题讨论】:
【参考方案1】:过了一会儿,这是我的results
我废弃了你的 car 方法,只是把它都放在了这个里面。
我不得不调整你的轨道的位置,但它似乎工作。
- (void)createSceneContents
self.backgroundColor = [SKColor blackColor];
self.scaleMode = SKSceneScaleModeAspectFit;
SKSpriteNode *hull = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(20,50)];
CGPathRef pathRef = [[self bPath] CGPath];
SKShapeNode *track = [self trackShape];
//track.position = // scrap me.. is set in track shape method
[self addChild:track];
hull.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hull.size];
hull.physicsBody.dynamic = NO;
hull.position = CGPointMake(48, 40);
[self addChild:hull];
SKAction *hover = [SKAction followPath:pathRef asOffset:NO orientToPath:YES duration:5.0];
[hull runAction: [SKAction repeatActionForever:hover]];
在您的 trackShape 方法中,将位置设置为 0,0
newshape.position = CGPointMake(0, 0);
【讨论】:
顺便说一句,这个应用程序真的很酷paintcodeapp.com 让绘制路径变得超级容易......希望苹果在 Xcode 中添加这样的东西。 这正是我用来创建该路径的内容。大声笑,谢谢,您的回答很棒,而且效果很好以上是关于SpriteNode 不遵循 cgpath的主要内容,如果未能解决你的问题,请参考以下文章