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ios - Sprite Kit 相机平滑移动延迟

转载 作者:可可西里 更新时间:2023-11-01 02:04:50 27 4
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所以,我可以让相机随播放器移动,但它并没有按照我需要的方式运行。我设置了单词边界:

func keepPlayerInBounds() {
if player.position.x < frame.minX + player.size.width/2 {
player.position.x = frame.minX + player.size.width/2
}

if player.position.x > frame.maxX + player.size.width/2 {
player.position.x = frame.maxX + player.size.width/2
}
}

所以我需要将相机最大和最小 X 设置为最大并混合世界节点中的 X 玩家位置。并随着玩家向右或向左移动而延迟平滑地移动它。我试图设置:

override func didFinishUpdate()
cam.position.x = player.position.x
}

或者:

override func didFinishUpdate() {
let move = SKAction.moveTo(x: player.position.x, duration: 0.5)
cam.run(move)
}

但这带来了比需要更多的头痛。

问题是:如何为相机设置左右最大位置,并延迟移动它而不会出现错误。我花了将近三个星期的时间来寻找答案,但仍然一无所获。谢谢!

最佳答案

让您的比赛保持在界限内的一种更简单的方法是为玩家设置一个物理体,为界限设置一个物理体。

var player: SKSpriteNode! //player variable
var map: SKSpriteNode! //this simple node called map is a variable that represents the bounds area, for the example i made it the size of the scene (inside GameScene.sks)

override func didMove(to view: SKView) {
player = childNode(withName: "player") as! SKSpriteNode // initializing the player from the scene file.
player.physicsBody = SKPhysicsBody(rectangleOf: player.size) // initializing player physics body(in this example the player is a simple rectangle).

map = childNode(withName: "map") as! SKSpriteNode // initializing the map from the scene file.
map.physicsBody = SKPhysicsBody(edgeLoopFrom: map.frame) // instead of assigning a physics body to the scene it self, we created the map variable and assign the physics body to it, the edgeLoopFrom physics body is a static volume-less body, so the player will not be able to pass through.

setupCamera() // for the second part of your question we create this method and call it right here in viewDidLoad().
}

无需在 update() 方法中不断更新相机位置,您只需添加相机约束即可。 (我在场景文件中也添加了相机)

func setupCamera() {
guard let camera = camera, let view = view else { return } // make sure we have a camera and a view or else return

let zeroDistance = SKRange(constantValue: 0)
let playerConstraint = SKConstraint.distance(zeroDistance,
to: player) // as the name suggest this is a simple constraint for the player node.
//next part of the method will assign a second constraint to the camera which will prevent the camera from showing the dark area of the scene in case the player will go to the edge. you don't have to add this part but it is recommended.
let xInset = min(view.bounds.width/2 * camera.xScale,
map.frame.width/2)
let yInset = min(view.bounds.height/2 * camera.yScale,
map.frame.height/2)

let constraintRect = map.frame.insetBy(dx: xInset,
dy: yInset)

let xRange = SKRange(lowerLimit: constraintRect.minX,
upperLimit: constraintRect.maxX)
let yRange = SKRange(lowerLimit: constraintRect.minY,
upperLimit: constraintRect.maxY)

let edgeConstraint = SKConstraint.positionX(xRange, y: yRange)
edgeConstraint.referenceNode = map

camera.constraints = [playerConstraint, edgeConstraint] //finally we add the constraints we created to the camera, notice that the edge constraint goes last because it has a higher priority.
}

关于ios - Sprite Kit 相机平滑移动延迟,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43938632/

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