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ios - SpriteKit Swift 动画一次只能在一个 Sprite 上 - iOS

转载 作者:行者123 更新时间:2023-11-28 08:36:43 25 4
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我尝试为我的每个 sprite 管理多个动画。我遇到的问题是当我选择一个 sprite 时,它​​的动画正确,但是当我选择另一个 sprite 时,第一个的动画停止并且动画从第二个开始。但我希望动画在用手指触摸的每个 Sprite 用户上继续。下面是 3 个带有 swift 代码的函数:

override func didMoveToView(view: SKView) {

let urlStr = NSBundle.mainBundle().pathForResource("Video_Socle", ofType: "mov")
let url = NSURL(fileURLWithPath: urlStr!)

player = AVPlayer(URL: url)
NSNotificationCenter.defaultCenter().addObserverForName(AVPlayerItemDidPlayToEndTimeNotification, object: player!.currentItem, queue: nil)
{ notification in
let t1 = CMTimeMake(5, 100);
self.player!.seekToTime(t1)
self.player!.play()
}


videoNode = SKVideoNode(AVPlayer: player!)
videoNode!.position = CGPointMake(frame.size.width/2, frame.size.height/2)
videoNode!.size = CGSize(width: 2048, height: 1536)
videoNode!.zPosition = 0


background.addChild(videoNode!)
videoNode!.play()



let gestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(GameScene.handlePanFrom(_:)))
self.view!.addGestureRecognizer(gestureRecognizer)
}


func handlePanFrom(recognizer : UIPanGestureRecognizer) {
if recognizer.state == .Began {
var touchLocation = recognizer.locationInView(recognizer.view)
touchLocation = self.convertPointFromView(touchLocation)

self.selectNodeForTouch(touchLocation)
} else if recognizer.state == .Changed {
var translation = recognizer.translationInView(recognizer.view!)
translation = CGPoint(x: translation.x, y: -translation.y)

self.panForTranslation(translation)

recognizer.setTranslation(CGPointZero, inView: recognizer.view)
} else if recognizer.state == .Ended {

}
}

func degToRad(degree: Double) -> CGFloat {
return CGFloat(degree / 180.0 * M_PI)
}

func selectNodeForTouch(touchLocation : CGPoint) {
// 1
let touchedNode = self.nodeAtPoint(touchLocation)

if touchedNode is SKPuzzle {
// 2
if !selectedNode.isEqual(touchedNode) {
selectedNode.removeAllActions()
selectedNode.runAction(SKAction.rotateToAngle(0.0, duration: 0.1))

selectedNode = touchedNode as! SKPuzzle

// 3
if touchedNode.name! == kpuzzleNodeName {
let sequence = SKAction.sequence([SKAction.rotateByAngle(degToRad(-4.0), duration: 0.1),
SKAction.rotateByAngle(0.0, duration: 0.1),
SKAction.rotateByAngle(degToRad(4.0), duration: 0.1)])
selectedNode.runAction(SKAction.repeatActionForever(sequence))
}
}
}
}



func panForTranslation(translation : CGPoint) {
let position = selectedNode.position

if selectedNode.name! == kpuzzleNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)

print (selectedNode.name)
print (selectedNode.name2)
if selectedNode.name2 == "0" {

Anim_Puzzle13(selectedNode)
}

print (selectedNode.name2)
if selectedNode.name2 == "1" {
Anim_Puzzle19(selectedNode)
}

print (selectedNode.name2)
if selectedNode.name2 == "2" {
Anim_Puzzle30(selectedNode)
}

print (selectedNode.name2)
if selectedNode.name2 == "3" {
Anim_Puzzle11(selectedNode)
}

print (selectedNode.name2)
if selectedNode.name2 == "4" {
Anim_Puzzle29(selectedNode)
}

print (selectedNode.name2)
if selectedNode.name2 == "5" {
Anim_Puzzle35(selectedNode)
}

}

}




func Anim_Puzzle13 (Node13 : SKPuzzle) {

let puzzle13 = SKAction.animateWithTextures(sheet_puzzle13.Puzzle13_(), timePerFrame: 0.033)
NPuzzle13 = Node13
NPuzzle13.runAction(SKAction.repeatActionForever(puzzle13))
NPuzzle13.position = CGPoint(x: 500, y: 400)
NPuzzle13.zPosition = 1

}

func Anim_Puzzle19 (Node19 : SKPuzzle) {


let puzzle19 = SKAction.animateWithTextures(sheet_puzzle19.Puzzle19_(), timePerFrame: 0.033)
NPuzzle19 = Node19
NPuzzle19.runAction(SKAction.repeatActionForever(puzzle19))
NPuzzle19.position = CGPoint(x: 600, y: 500)
NPuzzle19.zPosition = 1

}

func Anim_Puzzle30 (Node30 : SKPuzzle) {


let puzzle30 = SKAction.animateWithTextures(sheet_puzzle30.Puzzle30_(), timePerFrame: 0.033)
NPuzzle30 = Node30
NPuzzle30.runAction(SKAction.repeatActionForever(puzzle30))
NPuzzle30.position = CGPoint(x: 700, y: 600)
NPuzzle30.zPosition = 1

}

func Anim_Puzzle11 (Node11 : SKPuzzle) {


let puzzle11 = SKAction.animateWithTextures(sheet_puzzle11.Puzzle11_(), timePerFrame: 0.033)
NPuzzle11 = Node11
NPuzzle11.runAction(SKAction.repeatActionForever(puzzle11))
NPuzzle11.position = CGPoint(x: 800, y: 700)
NPuzzle11.zPosition = 1

}

func Anim_Puzzle29 (Node29 : SKPuzzle) {


let puzzle29 = SKAction.animateWithTextures(sheet_puzzle29.Puzzle29_(), timePerFrame: 0.033)
NPuzzle29 = Node29
NPuzzle29.runAction(SKAction.repeatActionForever(puzzle29))
NPuzzle29.position = CGPoint(x: 900, y: 800)
NPuzzle29.zPosition = 1

}

func Anim_Puzzle35 (Node35 : SKPuzzle) {


let puzzle35 = SKAction.animateWithTextures(sheet_puzzle35.Puzzle35_(), timePerFrame: 0.033)
NPuzzle35 = Node35
NPuzzle35.runAction(SKAction.repeatActionForever(puzzle35))
NPuzzle35.position = CGPoint(x: 1000, y: 900)
NPuzzle35.zPosition = 1

}

如何让动画在每个被触摸的 Sprite 上继续播放,而不是在我每次触摸另一个 Sprite 时停止?我可以通过再次选择任何 Sprite 来再次制作动画,但一次只能选择一个,再也不会...

谢谢你的帮助,

最佳答案

您的代码是正确的。如果您使用此委托(delegate)方法或 UIPanGestureRecognizer,问题可能出在您的 touchesBegan 上,可能您触发了一些方法来删除您的节点 (node.removeFromParent( ) 或类似 node.removeAllActions() 的东西。这就像您点击屏幕,由于父节点删除的节点或所有操作立即停止,repeatForEver 立即停止。

如果你想停止一些 Action ,最好给 runAction 一个特定的键:

NPuzzle30.runAction(SKAction.repeatActionForever(puzzle30),withKey: "NPuzzle30repeatForEver")

然后,停止它:

NPuzzle30.removeActionForKey("NPuzzle30repeatForEver")

编辑:(在您最后一次代码更新之后)

if touchedNode is SKPuzzle { 
// 2
if !selectedNode.isEqual(touchedNode) {
selectedNode.removeAllActions()
...
// here you remove all actions about your selectedNode, also repeatActionForever..
}
}

关于ios - SpriteKit Swift 动画一次只能在一个 Sprite 上 - iOS,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37530084/

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