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sprite-kit - Sprite 套件的方向键

转载 作者:行者123 更新时间:2023-12-04 18:42:41 28 4
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我有兴趣尝试创建一些游戏,即在新的 sprite 工具包中。但是,对于我心目中的游戏,我宁愿使用方向键而不是操纵杆。因为我将从 Cocos 搬过来,所以我的旧程序不再有效(所以那个 dpad 也不会)。可悲的是,我没有遇到任何可能有助于在新 Sprite 工具包中实现一个的教程(只有操纵杆)。我想知道并希望是否有人从 github 或其他东西或他们想要分享的有用链接中遇到一个简单的 dpad 类。谢谢

最佳答案

这是一种方法:

//Joystick node
- (SKSpriteNode *)controlPadNode
{
SKSpriteNode *controlPadNode = [SKSpriteNode spriteNodeWithImageNamed:@"game-controller-front"];
controlPadNode.position = CGPointMake(controlPadX,controlPadY);
controlPadNode.name = @"controlPadNode";
controlPadNode.zPosition = 1.0;
return controlPadNode;
}

//handle touch events
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];

//if control pad touched
if ([node.name isEqualToString:@"controlPadNode"]) {
touchX = location.x;
touchY = location.y;
controlButtonDown = true;
}
}

//when touch moves
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {

UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];

//if control pad touched
if ([node.name isEqualToString:@"controlPadNode"]) {
touchX = location.x;
touchY = location.y;
controlButtonDown = true;
}
}

- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {

UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];

//if control pad touched
if ([node.name isEqualToString:@"controlPadNode"]) {
controlButtonDown = false;
}
}

//update method
-(void)update:(NSTimeInterval)currentTime {

if (controlButtonDown) {

//the control pad
SKNode *controlNode = [self childNodeWithName:@"controlPadNode"];

//the node you want to move
SKNode *node = [self childNodeWithName:@"spaceShipNode"];

//compute the angle between parameters pad and the horizontal
float angle = atan2f (touchY - controlPadY, touchX - controlPadX) ;

//move the control pad for the player to have a sense of movement
SKAction *moveControlPad = [SKAction moveTo:CGPointMake(touchX, touchY) duration:0.00001];
double distance = sqrt(pow((touchX - controlPadX), 2.0) + pow((touchY - controlPadY), 2.0));

//make sure the control pad only moves 40 pixels
if( distance < 40 ){
[controlNode runAction:moveControlPad];
}

//move the ship
SKAction *moveShip = [SKAction moveByX: 6*cosf(angle) y:6*sinf(angle) duration:0.005];
[node runAction: moveShip];

}
}

编辑:

也可以使用它在触摸结束时将控制板移回:

if (!controlButtonDown) {
SKNode *controlNode = [self childNodeWithName:@"controlPadNode"];
SKAction *moveControlPad = [SKAction moveTo:CGPointMake(controlPadX, controlPadY) duration:0.00001];
[controlNode runAction:moveControlPad];
}

关于sprite-kit - Sprite 套件的方向键,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21152523/

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