0
我在一個精靈套件中製作遊戲,爲了移動我的角色,我正在應用一個衝動,但這是一個問題,因爲這會讓他每移動50個像素左右。我的問題是,有人可以告訴我如何製作一個簡單的角色控制器,這樣我的角色就可以持續移動,直到用戶放開屏幕才能離開。如何在SpriteKit中製作一個簡單的字符控制器?
我GameScene.swift文件:完成此
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let character = SKSpriteNode(texture: SKTexture(imageNamed: "character"))
var move = false
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//world
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
//character
character.position = CGPointMake(self.frame.size.width * 0.6, self.frame.size.height * 0.6)
character.setScale(0.2)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(self.frame.size.width * 0.6, CGRectGetMidY(self.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(self.frame.size.width * 0.4, self.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame) + platform3.size.height/3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: -50, dy: 0))
} else if location.x > CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
}
}
func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
character.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
};
}
當我寫在更新功能switch語句中我得到一個錯誤的說法,「枚舉Case模式無法比擬的非枚舉類型‘<>’的值」 –
你確定你複製/粘貼確切的代碼到你的GameScene? – 0x141E
是的,你認爲你可以粘貼整個文件,如果你有它,所以我不會搞砸了嗎? –