0
因此,我使用此代碼順時針或逆時針旋轉對象。圍繞不是.anchorPoint的內部點旋轉SkSpriteNode
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first as UITouch!
let touchPosition = touch.locationInNode(self)
let newRotationDirection : rotationDirection = touchPosition.x < CGRectGetMidX(self.frame) ? .clockwise : .counterClockwise
if currentRotationDirection != newRotationDirection && currentRotationDirection != .none {
reverseRotation()
currentRotationDirection = newRotationDirection
}
else if (currentRotationDirection == .none) {
setupRotationWith(direction: newRotationDirection)
currentRotationDirection = newRotationDirection
}
}
func reverseRotation(){
let oldRotateAction = ship.actionForKey("rotate")
let newRotateAction = SKAction.reversedAction(oldRotateAction!)
ship.runAction(newRotateAction(), withKey: "rotate")
}
func stopRotation(){
ship.removeActionForKey("rotate")
}
func setupRotationWith(direction direction: rotationDirection){
let angle : CGFloat = (direction == .clockwise) ? CGFloat(M_PI) : -CGFloat(M_PI)
let rotate = SKAction.rotateByAngle(angle, duration: 2)
let repeatAction = SKAction.repeatActionForever(rotate)
ship.runAction(repeatAction, withKey: "rotate")
}
我的問題是,這會產生繞SKSpriteNode的定位點順時針或逆時針旋轉。
但是,我希望對象繞SKSprite內的另一個點旋轉(類似於從Sprite圖像底部開始的4/5)。我想我不能使用通過CGPointMake定義的設置點,因爲我希望精靈在屏幕上獨立移動,這不起作用?
任何建議任何人?
不幸的是,這導致我的精靈完全消失? –
Oups,我有多愚蠢:anchorPoint從0變爲1,因此使用4/5是正確的方式......對不起! (我已經更正了我的答案。) – RoberRM
Aaaaand已經完全運作了,太棒了,非常感謝! –