在屏幕/视图中包含一个精灵节点

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【中文标题】在屏幕/视图中包含一个精灵节点【英文标题】:Contain a sprite node within the screen/view 【发布时间】:2017-02-12 21:16:12 【问题描述】:

我有一个精灵节点,它随着用户的触摸从左向右移动。 但是目前它会退出屏幕,我想在任一侧添加一个节点,所以如果精灵节点接触到任一侧的节点,它会拥抱它并保持在那里,直到用户触摸以使其向相反方向移动。

这是我想做的,但目前不起作用。

    let shipTexture = SKTexture(imageNamed: "ship.png")
    ship = SKSpriteNode(texture: shipTexture)
    ship.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
    ship.zPosition = 3
    ship.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 30, height: 100))
    ship.physicsBody!.isDynamic = true
    ship.physicsBody?.collisionBitMask = 0b1
    ship.physicsBody?.contactTestBitMask = 0b1
    ship.physicsBody!.collisionBitMask = 0b1
    ship.physicsBody?.affectedByGravity = false
    self.addChild(ship)



    let side = SKNode()
    side.position = CGPoint(x: self.frame.width / 2, y: self.frame.midY)

    side.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: -240, y: -160, width: 480, height: 320))

    side.physicsBody!.isDynamic = false
    side.physicsBody?.collisionBitMask = 0b1
    side.physicsBody?.contactTestBitMask = 0b1
    side.physicsBody!.collisionBitMask = 0b1

    self.addChild(side)

    func didBegin(_ contact: SKPhysicsContact) 
        print("Collision")
    


//var moveLeft = SKAction.moveBy(x: 800, y: 0, duration: 2)
//frame.size.width




override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) 




    ship.removeAllActions()

    switch direction ?? .left 
    case .left:
        ship.run(SKAction.moveBy(x: -frame.size.width, y: 0, duration: 3))
    case .right:
        ship.run(SKAction.moveBy(x: frame.size.width, y: 0, duration: 3))
    

    direction = direction == nil || direction == .right ? .left : .right

【问题讨论】:

【参考方案1】:

我明白了。原因是 - 你使用动作来移动你的节点,但应该使用物理 - 力和冲动

试试这个:

import SpriteKit
import GameplayKit

var ship = SKSpriteNode()
var bg = SKSpriteNode()

class GameScene: SKScene, SKPhysicsContactDelegate 


    override func didMove(to view: SKView) 


        let bgTexture = SKTexture(imageNamed: "bg.png")
        let moveBGanimation = SKAction.move(by: CGVector(dx: 0, dy: -bgTexture.size().height), duration: 4)
        let shiftBGAnimation = SKAction.move(by: CGVector(dx: 0, dy: bgTexture.size().height), duration: 0)
        let moveBGForever = SKAction.repeatForever(SKAction.sequence([moveBGanimation, shiftBGAnimation]))

        var i: CGFloat = 0

        while i < 3 

            bg = SKSpriteNode(texture: bgTexture)
            bg.position = CGPoint(x: self.frame.midX, y: bgTexture.size().height * i)
            bg.size.width = self.frame.width

            bg.run(moveBGForever)
            self.addChild(bg)

            i += 1

        

        let shipTexture = SKTexture(imageNamed: "ship.png")
        ship = SKSpriteNode(texture: shipTexture)
        ship.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
        ship.zPosition = 3
        ship.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 30, height: 100))
        ship.physicsBody!.isDynamic = true
        ship.physicsBody?.collisionBitMask = 0b1
        ship.physicsBody?.contactTestBitMask = 0b1
        ship.physicsBody!.categoryBitMask = 0b1
        ship.physicsBody?.affectedByGravity = false
        self.addChild(ship)

        let side = SKNode()
        side.position = CGPoint(x: 0, y: 0)
        side.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: -self.frame.width/2, y: -self.frame.height/2, width: self.frame.width, height: self.frame.height))

        side.physicsBody!.isDynamic = false
        side.physicsBody?.collisionBitMask = 0b1
        side.physicsBody?.contactTestBitMask = 0b1
        side.physicsBody!.categoryBitMask = 0b1

        self.addChild(side)

        self.physicsWorld.contactDelegate = self

        func didBegin(_ contact: SKPhysicsContact) 
            print("Collision")
        

    

    //var moveLeft = SKAction.moveBy(x: 800, y: 0, duration: 2)
    //frame.size.width

    enum Direction: Int 
        case left = 0
        case right
    

    var direction: Direction?

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) 




        ship.removeAllActions()

        switch direction ?? .left 
        case .left:
            ship.physicsBody?.applyImpulse(CGVector(dx: -20, dy: 0))
            //ship.run(SKAction.moveBy(x: -frame.size.width, y: 0, duration: 3))
        case .right:
            ship.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 0))
            //ship.run(SKAction.moveBy(x: frame.size.width, y: 0, duration: 3))
        

        direction = direction == nil || direction == .right ? .left : .right
    




    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) 



    

    override func update(_ currentTime: TimeInterval) 


    

【讨论】:

由于某种原因这不起作用。还有什么需要补充的吗?我是否将节点正确添加到右侧? 确保你也为蛾节点设置了相同的CategoryBitMask 我肯定在某个地方出错了。船和舷侧都设置为 0b1。侧边的位置是否正确为视图的右侧边缘? 如果有帮助,我已将完整代码包含在我的原始帖子中 所以你的船是正确移动的,所有的问题是碰撞没有任何反应,对吧?

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