How to rotate sprite in sprite kit with swift

2019-04-13 17:53发布

Hi my problem is regarding the rotation of two sprites. When I touch the right half of the screen the rotation starts and moving sprite2 and sprite3. If I touch the left half of the screen the rotation stops because velocity-velocity = 0. If I touch the left half again the rotation begins.

However, if I touch the half of the screen corresponding with the current rotational-direction the velocity is duplicated. I want to be able to change the direction of the rotation, but for the speed to remain constant.

Video demonstrating the problem: http://youtu.be/HxLwl1QZiNM

import SpriteKit

class GameScene: SKScene {
    let sprite = SKSpriteNode(imageNamed:"bWhite")
    let sprite2 = SKSpriteNode(imageNamed:"bBlue")
    let sprite3 = SKSpriteNode(imageNamed:"bRed")
    let circle = SKSpriteNode(imageNamed:"bCircle")       

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        backColor = SKColor(red: 0, green: 0, blue: 0, alpha: 1)
        self.backgroundColor = backColor

        sprite.setScale(1.25)
        sprite2.setScale(1)
        sprite3.setScale(1)
        sprite.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
        circle.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
        sprite3.zRotation = 172.77
        sprite2.anchorPoint = CGPointMake(-1.10, 0.5);
        sprite3.anchorPoint = CGPointMake(-1.10, 0.5);

        self.addChild(sprite)
        self.addChild(circle)
        sprite.addChild(sprite2)
        sprite.addChild(sprite3)
    }

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        /* Called when a touch begins */
        for touch: AnyObject in touches {
            let location = touch.locationInNode(self)

            let action = SKAction.rotateByAngle(CGFloat(M_PI), duration:1)
            let action2 = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)

            if (location.x > self.frame.size.width / 2)
            {
                sprite2.runAction(SKAction.repeatActionForever(action2))
                sprite3.runAction(SKAction.repeatActionForever(action2))
            } else {
                sprite2.runAction(SKAction.repeatActionForever(action))
                sprite3.runAction(SKAction.repeatActionForever(action))
            }     
        }
    }

3条回答
家丑人穷心不美
2楼-- · 2019-04-13 18:10

I suggest removing all current actions before adding new, since they may conflict. I'm still not sure what you are trying to achieve, can you explain more?

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ら.Afraid
3楼-- · 2019-04-13 18:18

Have you just tired removing the actions at touchesEnded? I had a similar problem before where I wanted my object to move left to right based on which half of the screen the user touched. I had a similar issue where if I touched right and right again my velocity would double, and if I touched left my object would just stop.

I fixed this issue by adding the touchesEnded method and just removed the actions whenever I let go. This essentially reset my move action so the object would stop when I let go and would go to the opposite direction right away instead of having to tap it twice.

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4楼-- · 2019-04-13 18:32

OK, take three. I'm not 100% sure about the specifics of when the rotation should end etc. but all the pieces should be in place with the below code. It will:

  • start rotation clockwise or counterclockwise based on the position of the first touch
  • stop the rotation if the user touches for the same direction again
  • switch the rotation if the user touches on the other half of the screen

      import SpriteKit  
    
      enum rotationDirection{
           case clockwise
           case counterClockwise
           case none
       } 
    
      class GameScene: SKScene {
        var currentRotationDirection = rotationDirection.none
        let sprite = SKSpriteNode(color: UIColor.yellowColor(), size: CGSizeMake(100, 100))
    
        override func didMoveToView(view: SKView) {
          sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
          sprite.physicsBody.affectedByGravity = false
          sprite.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
          self.addChild(sprite)
        }
    
        override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
          let touch : UITouch = touches.anyObject() 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 == newRotationDirection{
            stopRotation()
            currentRotationDirection = .none
          } else if (currentRotationDirection == .none){
          setupRotationWith(direction: newRotationDirection)
          currentRotationDirection = newRotationDirection
          }
        }
    
        func reverseRotation(){
          let oldRotateAction = sprite.actionForKey("rotate")
          let newRotateAction = SKAction.reversedAction(oldRotateAction)
          sprite.runAction(newRotateAction(), withKey: "rotate")
        }
    
        func stopRotation(){
          sprite.removeActionForKey("rotate")
        }
    
        func setupRotationWith(#direction: rotationDirection){
          let angle : Float = (direction == .clockwise) ? Float(M_PI) : -Float(M_PI)
          let rotate = SKAction.rotateByAngle(angle, duration: 1)
          let repeatAction = SKAction.repeatActionForever(rotate)
          sprite.runAction(repeatAction, withKey: "rotate")
        }
      }
    

Edit: Changed example to cater the specific needs in the question. Something odd with the code formatting not quite sure what's going on there.

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