问题
I am creating a game in sprite kit using swift, and I am trying to be able to move the SKScene around with a finger because not all of the nodes fit within the scene. I have already created world, overlay, and camera nodes with this code.
override func didMoveToView(view: SKView) {
world = self.childNodeWithName("world")!
if !isCreated {
isCreated = true
// Camera setup
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.world = SKNode()
self.world.name = "world"
addChild(self.world)
self.cam = SKNode()
self.cam.name = "camera"
self.world.addChild(self.cam)
// UI setup
self.overlay = SKNode()
self.overlay.zPosition = 10
self.overlay.name = "overlay"
addChild(self.overlay)
}
I would like to be able to move the camera around by using a pan gesture with a single finger. How would I do this? Any help would be appreciated.
回答1:
As an alternative to @Kris's solution (which is based in UIKit), you can also monitor touches in Sprite Kit with your SKScene subclass. I wrote a small sample which should point you in the right direction.
class YourSceneSubclass : SKScene
{
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
guard let touch = touches.first else {
return
}
let location = touch.locationInNode(self)
let previousLocation = touch.previousLocationInNode(self)
camera?.position.x += location.x - previousLocation.x
camera?.position.y += location.y - previousLocation.y
}
}
I didn't run this, just wrote it in a playground. Also note that if you want to handle other taps/gestures as well you will have to write additional code making sure the recognition works well for all your intended scenarios.
回答2:
If anybody needs it, here is an all-in-one solution:
class GameScene: SKScene {
var previousCameraPoint = CGPoint.zero
override func didMove(to view: SKView) {
let panGesture = UIPanGestureRecognizer()
panGesture.addTarget(self, action: #selector(panGestureAction(_:)))
view?.addGestureRecognizer(panGesture)
}
@objc func panGestureAction(_ sender: UIPanGestureRecognizer) {
// The camera has a weak reference, so test it
guard let camera = self.camera else {
return
}
// If the movement just began, save the first camera position
if sender.state == .began {
previousCameraPoint = camera.position
}
// Perform the translation
let translation = sender.translation(in: self.view)
let newPosition = CGPoint(
x: previousCameraPoint.x + translation.x * -1,
y: previousCameraPoint.y + translation.y
)
camera.position = newPosition
}
}
回答3:
First you have to create UIPanGestureRecognizer
. Then add it to the view of your scene. In your action
method of the gesture recognizer you could use translationInView:. Based on that you can modify position
of the camera.
Also while creating the gesture recognizer you can configure number of touches by maximumNumberOfTouches: and minimumNumberOfTouches:.
回答4:
If you find that your horizontal movement is opposite than your desired expectation, try the following (Swift 3):
let panGesture = UIPanGestureRecognizer()
var previousPoint = CGPoint.zero
func addPanGesture()
{
self.panGesture.addTarget(self, action:#selector(BaseScene.pannedView(_:) ))
self.panGesture.delegate = self
self.view?.addGestureRecognizer(self.panGesture)
}
func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool
{
self.previousPoint = self.camera.position
return true
}
func pannedView(_ sender:UIPanGestureRecognizer)
{
let transPoint = sender.translation(in: self.view)
let newPosition = self.previousPoint + (CGPoint(x: transPoint.x * -1.0, y: transPoint.y * 1.0))
self.camera.position = newPosition
}
来源:https://stackoverflow.com/questions/38865788/moving-camera-in-spritekit-swift