I am working on a Game like Scrabble on SpriteKit and have been stuck on Zooming and Scrolling the Scrabble Board. First Let me Explain the working behind the game: On my Ga
This is how I would do this:
Setup:
Keep Camera node centered:
// GameScene.m
- (void) didSimulatePhysics
{
[super didSimulatePhysics];
[self centerOnNode:self.Board.Camera];
}
- (void) centerOnNode:(SKNode*)node
{
CGPoint posInScene = [node.scene convertPoint:node.position fromNode:node.parent];
node.parent.position = CGPointMake(node.parent.position.x - posInScene.x, node.parent.position.y - posInScene.y);
}
Pan view by moving BoardNode around (Remember to prevent panning out of bounds)
// GameScene.m
- (void) handlePan:(UIPanGestureRecognizer *)pan
{
if (pan.state == UIGestureRecognizerStateChanged)
{
[self.Board.Camera moveCamera:CGVectorMake([pan translationInView:pan.view].x, [pan translationInView:pan.view].y)];
}
}
// CameraNode.m
- (void) moveCamera:(CGVector)direction
{
self.direction = direction;
}
- (void) update:(CFTimeInterval)dt
{
if (ABS(self.direction.dx) > 0 || ABS(self.direction.dy) > 0)
{
float dx = self.direction.dx - self.direction.dx/20;
float dy = self.direction.dy - self.direction.dy/20;
if (ABS(dx) < 1.0f && ABS(dy) < 1.0f)
{
dx = 0.0;
dy = 0.0;
}
self.direction = CGVectorMake(dx, dy);
self.Board.position = CGPointMake(self.position.x - self.direction.dx, self.position.y + self.direction.dy);
}
}
// BoardNode.m
- (void) setPosition:(CGPoint)position
{
CGRect bounds = CGRectMake(-boardSize.width/2, -boardSize.height/2, boardSize.width, boardSize.height);
self.position = CGPointMake(
MAX(bounds.origin.x, MIN(bounds.origin.x + bounds.size.width, position.x)),
MAX(bounds.origin.y, MIN(bounds.origin.y + bounds.size.height, position.y)));
}
Pinch Zoom by setting the size of your GameScene:
// GameScene.m
- (void) didMoveToView:(SKView*)view
{
self.scaleMode = SKSceneScaleModeAspectFill;
}
- (void) handlePinch:(UIPinchGestureRecognizer *)pinch
{
switch (pinch.state)
{
case UIGestureRecognizerStateBegan:
{
self.origPoint = [self GetGesture:pinch LocationInNode:self.Board];
self.lastScale = pinch.scale;
} break;
case UIGestureRecognizerStateChanged:
{
CGPoint pinchPoint = [self GetGesture:pinch LocationInNode:self.Board];
float scale = 1 - (self.lastScale - pinch.scale);
float newWidth = MAX(kMinSceneWidth, MIN(kMaxSceneWidth, self.size.width / scale));
float newHeight = MAX(kMinSceneHeight, MIN(kMaxSceneHeight, self.size.height / scale));
[self.gameScene setSize:CGSizeMake(newWidth, newHeight)];
self.lastScale = pinch.scale;
} break;
default: break;
}
}
What comes to the problem of panning accidentally dragging your LetterNodes, I usually implement a single TouchDispatcher (usually in GameScene class) that registers all the touches. TouchDispatcher then decides which node(s) should respond to the touch (and in which order).