问题
I am unable to move my avatar in my gameScene at my defined speed(set at 40). It looks as if the avatar and the enemy is free floating in space. Here is my code- import SpriteKit
public class GameScene: SKScene, SKPhysicsContactDelegate {
let playerSpeed: CGFloat = 40.0
let coronaSpeed: CGFloat = 10.0
var mask: SKSpriteNode?
var player: SKSpriteNode?
var mcorona: [SKSpriteNode] = []
var lastTouch: CGPoint? = nil
override public func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
// Animations
player = childNode(withName: "player") as? SKSpriteNode
mask = childNode(withName: "mask") as? SKSpriteNode
mask!.run(SKAction.repeatForever(
SKAction.sequence([
SKAction.moveBy(x: 0, y: 10, duration: 0.45),
SKAction.moveBy(x: 0, y: -10, duration: 0.45)
]
)))
for child in self.children {
if child.name == "corona" {
if let child = child as? SKSpriteNode {
mcorona.append(child)
}
}
}
// </> Animations
}
override public func touchesBegan(_ touches: Set<UITouch>,with event: UIEvent?) { handleTouches(touches) }
override public func touchesMoved(_ touches: Set<UITouch>,with event: UIEvent?) { handleTouches(touches) }
override public func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { handleTouches(touches) }
fileprivate func handleTouches(_ touches: Set<UITouch>) { lastTouch = touches.first?.location(in: self) }
override public func didSimulatePhysics() {
if player != nil {
updatePlayer()
updateZombies()
}
}
fileprivate func shouldMove(currentPosition: CGPoint,
touchPosition: CGPoint) -> Bool {
guard let player = player else { return false }
return abs(currentPosition.x - touchPosition.x) > player.frame.width / 2 ||
abs(currentPosition.y - touchPosition.y) > player.frame.height / 2
}
fileprivate func updatePlayer() {
guard let player = player,
let touch = lastTouch
else { return }
let currentPosition = player.position
if shouldMove(currentPosition: currentPosition,
touchPosition: touch) {
updatePosition(for: player, to: touch, speed: playerSpeed)
} else {
player.physicsBody?.isResting = true
}
}
func updateZombies() {
guard let player = player else { return }
let targetPosition = player.position
for corona in mcorona {
updatePosition(for: corona, to: targetPosition, speed: coronaSpeed)
}
}
fileprivate func updatePosition(for sprite: SKSpriteNode, to target: CGPoint, speed: CGFloat) {
let currentPosition = sprite.position
let angle = CGFloat.pi + atan2(currentPosition.y - target.y, currentPosition.x - target.x)
let rotateAction = SKAction.rotate(toAngle: angle + (CGFloat.pi*0.5), duration: 0)
sprite.run(rotateAction)
//sprite.physicsBody?.isDynamic = true
let velocityX = speed * cos(angle)
let velocityY = speed * sin(angle)
let newVelocity = CGVector(dx: velocityX, dy: velocityY)
sprite.physicsBody?.velocity = newVelocity
let moveToTouch = SKAction.move(to: CGPoint(x: target.x, y: target.y), duration: TimeInterval(speed))
sprite.run(moveToTouch)
sprite.physicsBody?.affectedByGravity = false
}
public func didBegin(_ contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// Check contact
if firstBody.categoryBitMask == player?.physicsBody?.categoryBitMask &&
secondBody.categoryBitMask == mcorona[0].physicsBody?.categoryBitMask {
// Player & corona
gameOver(false)
} else if firstBody.categoryBitMask == player?.physicsBody?.categoryBitMask &&
secondBody.categoryBitMask == mask?.physicsBody?.categoryBitMask {
// Player & mask
gameOver(true)
}
}
fileprivate func gameOver(_ didWin: Bool) {
let resultScene = MenuScene(size: size, didWin: didWin, levelToSend: 2)
let transition = SKTransition.flipVertical(withDuration: 1.0)
view?.presentScene(resultScene, transition: transition)
}
}
Here is a GIF representing the situation- https://media.giphy.com/media/TLNx0x3HUtpdPJ9KIK/giphy.gif PLS HELP! . Thanks in advance!
回答1:
func getDuration(pointA:CGPoint,pointB:CGPoint,speed:CGFloat)->TimeInterval{
let xDist = (pointB.x - pointA.x)
let yDist = (pointB.y - pointA.y)
let distance = sqrt((xDist * xDist) + (yDist * yDist));
let duration : TimeInterval = TimeInterval(distance/speed)
return duration
}
changed the moveToTouch file as shown below
let moveToTouch = SKAction.move(to: CGPoint(x: target.x, y: target.y),duration: getDuration(pointA:currentPosition,pointB:target,speed:speed))
sprite.run(moveToTouch)
来源:https://stackoverflow.com/questions/61744489/cannot-move-my-avatar-at-my-own-defined-speed