2014-07-04 54 views
1

我有SKSpriteNode因爲self.physicsWorld.gravity = CGVectorMake(0.0, -4.0);而被迫落地。當用戶在顯示屏上點擊並按住它時,我想讓SKSpriteNode飛起來,在用戶停止觸摸後,它再次落到地面上。SpriteKit SKSpriteNode觸摸並保持速度

我曾試圖改變速度,但它纔有小幅反彈,像applyImpulse方法...:

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { 
     /* Called when a touch begins */ 

     for touch: AnyObject in touches { 

      let location = touch.locationInNode(self) 

      flyingObject.physicsBody.velocity = CGVectorMake(0, 100) 
     }   
    } 

編輯:

這裏是我的場景的初始化代碼

override func didMoveToView(view: SKView) { 
     /* Setup your scene here */ 

     // Physics 
     self.physicsWorld.gravity = CGVectorMake(0.0, -4.0); 

     // flyingObject 
     var flyingObjectTexture = SKTexture(imageNamed:"flyingObject") 
     flyingObject.filteringMode = SKTextureFilteringMode.Nearest 

     flyingObject = SKSpriteNode(texture: flyingObjectTexture) 
     flyingObject.setScale(1) 
     flyingObject.position = CGPoint(x: self.frame.size.width * 0.35, y: self.frame.size.height * 0.6) 

     flyingObject.physicsBody = SKPhysicsBody(circleOfRadius:flyingObject.size.height/2.0) 
     flyingObject.physicsBody.dynamic = true 
     flyingObject.physicsBody.allowsRotation = false 

     self.addChild(flyingObject) 

     // Ground 
     var groundTexture = SKTexture(imageNamed:"Ground") 

     var sprite = SKSpriteNode(texture:groundTexture) 
     sprite.setScale(0.5) 
     sprite.position = CGPointMake(self.size.width/2 - 100, sprite.size.height) 

     self.addChild(sprite) 

     var ground = SKNode() 

     ground.position = CGPointMake(0, groundTexture.size().height/2) 
     ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.width, groundTexture.size().height * 0.5)) 

     ground.physicsBody.dynamic = false 
     self.addChild(ground) 

    } 
+0

您應該使用applyImpulse方法,而不是直接設置速度。從Apple的文檔中,「當一個物體在模擬中時,速度根據施加在身體上的力進行調整更爲常見。」 – 0x141E

+0

這仍然只是讓對象彈起,而我需要它不斷地向上,直到用戶停止觸摸 –

+0

要做到這一點,可以使用applyForce方法使用以下步驟:1)在touchesBegan中,標識並設置一個指向節點的指針如果選擇了一個節點(即,指針不是零),3)在touchesEnded中,將指針設置爲零,用戶選擇,2)更新:(NSTimeInterval)currentTime,applyForce。 – 0x141E

回答

2

感謝代碼猴我能想出的解決方案,它更容易比我想象:

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { 
     /* Called when a touch begins */ 
     isTouching = true 
    } 

    override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) { 
     /* Called when a touch begins */ 
     isTouching = false 
    } 

    override func update(currentTime: CFTimeInterval) { 
     /* Called before each frame is rendered */ 
     if isTouching { 
      flyingObject.physicsBody.applyImpulse(CGVectorMake(0, 5)) 
     } 
    } 
+0

由於某種原因,這不是爲我工作。我的布爾值最初設置爲'false',我相信這是有道理的。我的節點根本不動。這可能是「applyImpulse」的問題嗎? – TerranceW

1

觸動開始:

- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ 

UITouch * touch = [touches anyObject]; 
CGPoint location = [touch locationInNode:self]; 

flyingObject.physicsBody.velocity = CGVectorMake(0, 100) 
} 

觸摸結束:

-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { 

UITouch * touch = [touches anyObject]; 
CGPoint location = [touch locationInNode:self]; 

flyingObject.physicsBody.velocity = CGVectorMake(0, 0) 

}

+0

我與此相同的結果 - 仍然只是彈起 –

+0

怪異...嘗試去除重力和設置觸摸結束創建(0,-100)的速度。將速度初始設置爲(0,-100)以複製重力。 – meisenman

+0

再次,仍然只是彈跳...如果我連續點擊十次,精靈飛起來...所以可能有問題,爲實際的「點擊並按住」設置它? –