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Zooming and scrolling in SpriteKit

2019-01-10 17:51发布

问题:

I am new to SpriteKit. I need to display an image via UIImageView OR SpriteNode (it is a background image for a game). However, I need the user to be able to zoom in to the background and pan around. I accomplished this easily without using SpriteKit but cannot figure out how to make a node accept zoom and pan. If I use UIScrollView in the storyboard, all the sprites added in my scene don't become children and will not zoom or pan.

Is it possible and can you point me in the right direction?


EDIT:

I'm a little confused by your answer, but here's what I did:

In my root view controller .m:

- (void)viewDidLoad
{
    [super viewDidLoad];
    SKView * showDesigner = (SKView *)self.view;
    SKScene * scene = [iMarchMyScene sceneWithSize:showDesigner.bounds.size];
    scene.scaleMode = SKSceneScaleModeAspectFill;
    [showDesigner presentScene:scene];
}

In my scene .m: (your steps are commented)

-(id)initWithSize:(CGSize)size {
    if (self = [super initWithSize:size]) {

        //create SKView (step 1)
        SKView *skview_field = [[SKView alloc]initWithFrame:(CGRectMake(0, 0, size.width, size.height))];

        //create UIScrollView with same dimensions as your SpriteKit view (step 2)
        UIScrollView* uiscrollview_field = [[UIScrollView alloc]initWithFrame:skview_field.frame];

        //initialize the field (field is the game's background node)
        SKSpriteNode *field = [SKSpriteNode spriteNodeWithImageNamed:@"Field"];
        field.position = CGPointMake(CGRectGetMidX(self.frame), (CGRectGetMidY(self.frame)));
        field.size = CGSizeMake(self.size.width, self.size.height / 3);

        //create a UIView (called scrollViewContent) with dimensions of background node (step 3)
        UIView* scrollViewContent = [[UIView alloc]initWithFrame:field.frame];

        //set UIScrollView contentSize with same dimensions as your scrollViewContent and add a scrollContentview as your UISCrollView subview (step 4)
        [uiscrollview_field setContentSize:(CGSizeMake(scrollViewContent.frame.size.width, scrollViewContent.frame.size.height))];
        scrollViewContent.frame = field.frame;
        [uiscrollview_field addSubview:scrollViewContent];



        //[self addChild:field]; -- my original code
        //.....does a bunch of other inits

        return self;
}

And here's where I get lost: Step 5: Now, to your root view add your SKView, and UIScrollView on top of SKView.

If I understood you correctly, I need to go to myRootViewController.m and in the viewDidLoad method, add the SKView and UIScrollView (which are initialized in myScene.m) as subviews to SKView initialized here in the viewDidLoad method? I don't see how to do that part.

回答1:

Here is my solution to the scrolling problem. It revolves around "stealing" the behaviour from the UIScrollView. I learned this from a WWDC Video from 2012 about mixing UIKit with OpenGL.

  1. Add the UIScrollViewDelegate methods to your ViewController and set the scroll view delegate to the ViewController
  2. Add/Move the PanGestureRecognizer from the UIScrollView to the SKView
  3. Use the scrollViewDidScroll callback-method to control whatever node your want when the user scrolls

Example project: https://github.com/bobmoff/ScrollKit

Like I mentioned in a comment above, I am experiencing some tiny lag about 30% of the times I am running the app. The FPS is still 60 but there seem to be some slight conflict or something with how often the delegate method is called, as it sometimes feel a little laggy. If anyone manages to solve this issue, I would love to hear about it. It seems to be only when I am holding my finger down, it never lags when the deceleration is happening.



回答2:

Justin,

you can use a little trick, I am using it and it works great for me. Here is the setup:

  • create SKView
  • create UIScrollView with same dimensions as your SpriteKit view
  • create a UIView (lets name it scrollContentView) with same dimensions as your background node
  • set your UIScrollView contentSize with same dimensions as your scrollContentView and add scrollContentView as your UIScrollView subview

Now, to your root view (UIView) add your SKView, and UIScrollView on top of SKView. It goes something like this (view controller):

self.scrollView              = [[UIScrollView alloc] initWithFrame:[UIScreen mainScreen].bounds.size];
self.scrollContentView       = [[UIView alloc] init];
self.scrollView.delegate     = self;

self.spriteKitView           = [[SKView alloc] initWithFrame:[UIScreen mainScreen].bounds.size];
self.scrollContentView.frame = self.scene.bacgroundNode.frame;
self.scrollView.contentSize  = self.scrollContentView.frame.size;

[self.scrollView addSubview:self.scrollContentView];

[self.view addSubview:self.spriteKitView];
[self.view addSubview:self.scrollView];

[self.spriteKitView presentScene:self.scene];


Last part of the trick is to implement UIScrollViewDelegate:

- (void)scrollViewDidScroll:(UIScrollView *)scrollView {

  //here you set your background node position based on scrollView contentoffset
}

- (void)scrollViewDidZoom:(UIScrollView *)scrollView {

  //here you set background node scale based on scrollView zoomScale
}

- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {

  //just return scrollContentView
}

This way you can simulate SKView inside UISCrollView. Hope this helps.

EDIT 2014-04-20

I have open sourced my component for panning and scrolling scenes in SpriteKit, please have a look at: https://github.com/pzbyszynski/PIOSpriteKit



回答3:

You could start with this Ray W tutorial SpriteKit tutorial how to drag and drop that includes some of the things you ask for including Gesture recognizers.

This is good: Apple gesture Recognizer reference

Another from Ray W: uigesturerecognizer-tutorial-in-ios-5-pinches-pans-and-more

The above is good to start with.



回答4:

I have created my own method for zooming a specific node without having to zoom the entire scene and this is the basics of it, however it is not perfect (and in fact I have created its own help request here: Zooming an SKNode inconsistent )

This if statement goes in the touchesMoved method of the scene:

   if (touches.count == 2) {
        // this means there are two fingers on the screen
        NSArray *fingers = [touches allObjects];
        CGPoint fingOneCurr = [fingers[0] locationInNode:self];
        CGPoint fingOnePrev = [fingers[0] previousLocationInNode:self];
        CGPoint fingTwoCurr = [fingers[1] locationInNode:self];
        CGPoint fingTwoPrev = [fingers[1] previousLocationInNode:self];

        BOOL yPinch = fingOneCurr.y > fingOnePrev.y && fingTwoCurr.y < fingTwoPrev.y;
        BOOL yUnpinch = fingOneCurr.y < fingOnePrev.y && fingTwoCurr.y > fingTwoPrev.y;

        BOOL xPinch = fingOneCurr.x > fingOnePrev.x && fingTwoCurr.x < fingTwoPrev.x;
        BOOL xUnpinch = fingOneCurr.x < fingOnePrev.x && fingTwoCurr.x > fingTwoPrev.x;

        if (xUnpinch | yUnpinch) {
            if (YES) NSLog(@"This means an unpinch is happening");
            mapScale = mapScale +.02;
            [map setScale:mapScale];
        }

        if (xPinch | yPinch) {
            if (YES) NSLog(@"This means a pinch is happening");
            mapScale = mapScale - .02;
            [map setScale:mapScale];
        }
    }

The only problem I am having with it is inconsistent behavior and unsmooth scrolling. I use the word 'only' in that sense with great liberalness.



回答5:

If you are using an SKCameraNode you can calculate the difference between two touches to define zooming and panning at once.

  • Define an SKCameraNode for your SKView
  • Check if there are two touches
  • If so, calculate the difference between the previous touches and current touches
  • Tell the camera to scale by that much
  • Pan by the camera by either the average of the two points, or the first one (if there's only one)

Result should be something like this. Note that I used the event?.allTouches instead of the received set, if one finger doesn't move between touches, it's not in the touches set, which would cause a pan where a user would expect a zoom.

let cameraNode = SKCameraNode()

override func didMove(to view: SKView) {

    cameraNode.position = CGPoint(x: size.width / 2, y: size.height / 2)
    addChild(cameraNode)
    camera = cameraNode
}

override func touchesMoved(_ touch: Set<UITouch>, with event: UIEvent?) {

    guard let touches = event?.allTouches else {
        return
    }

    let arr = Array(touches)
    guard let touch = arr.first else {
        return
    }

    var positionInScene = touch.location(in: self)
    var previousPosition = touch.previousLocation(in: self)

    if touches.count > 1 {

        let touch2 = arr[1]

        let positionInScene2 = touch2.location(in: self)
        let previousPosition2 = touch2.previousLocation(in: self)

        let oldDistance = distance(previousPosition, previousPosition2)
        let newDistance = distance(positionInScene, positionInScene2)

        let diff = (oldDistance / newDistance)

        if diff.isNormal && diff != 1 {

            let scaleAction = SKAction.scale(by: diff, duration: 0)
            cameraNode.run(scaleAction)
        }

        previousPosition = average(previousPosition, previousPosition2)
        positionInScene = average(positionInScene, positionInScene2)
    }

    let translation = CGPoint(x: positionInScene.x - previousPosition.x, y: positionInScene.y - previousPosition.y)

    let panAction = SKAction.moveBy(x: -translation.x, y: -translation.y, duration: 0)
    cameraNode.run(panAction)
}

func average(_ a: CGPoint, _ b: CGPoint) -> CGPoint {

    return CGPoint(x: (a.x + b.x) / 2, y: (a.y + b.y) / 2)
}

func distance(_ a: CGPoint, _ b: CGPoint) -> CGFloat {

    let xDist = a.x - b.x
    let yDist = a.y - b.y
    return CGFloat(sqrt((xDist * xDist) + (yDist * yDist)))
}