如何通过触摸在固定点上旋转 SpriteKit 节点。所以当用户拖动他的手指时它会转动。我也希望能够获得 rpm。 (之前有人问过这个问题,但我想知道如何使用 SpriteKit 来做) swift 3 Playground
到目前为止,我已经掌握了它,但有时我会收到 var deltaAngle = angle - startingAngle 的错误!错误 - “在展开可选值时意外发现 nil”
class GameScene: SKScene {
var startingAngle:CGFloat?
var startingTime:TimeInterval?
override func didMove(to view: SKView) {
let wheel = SKSpriteNode(imageNamed: "IMG_6797.PNG" )
wheel.position = CGPoint(x: 200, y: 200)
wheel.name = "wheel"
wheel.setScale(0.5)
wheel.physicsBody = SKPhysicsBody(circleOfRadius: wheel.size.width/2)
// Change this property as needed (increase it to slow faster)
wheel.physicsBody!.angularDamping = 4
wheel.physicsBody?.pinned = true
wheel.physicsBody?.affectedByGravity = false
addChild(wheel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in:self)
let node = atPoint(location)
if node.name == "wheel" {
let dx = location.x - node.position.x
let dy = location.y - node.position.y
// Store angle and current time
startingAngle = atan2(dy, dx)
startingTime = touch.timestamp
node.physicsBody?.angularVelocity = 0
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in:self)
let node = atPoint(location)
if node.name == "wheel" {
let dx = location.x - node.position.x
let dy = location.y - node.position.y
let angle = atan2(dy, dx)
// Calculate angular velocity; handle wrap at pi/-pi
var deltaAngle = angle - startingAngle!
if abs(deltaAngle) > CGFloat.pi {
if (deltaAngle > 0) {
deltaAngle = deltaAngle - CGFloat.pi * 2
}
else {
deltaAngle = deltaAngle + CGFloat.pi * 2
}
}
let dt = CGFloat(touch.timestamp - startingTime!)
let velocity = deltaAngle / dt
node.physicsBody?.angularVelocity = velocity
startingAngle = angle
startingTime = touch.timestamp
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
startingAngle = nil
startingTime = nil
}
最佳答案
这个错误就是它所说的意思。最有可能的是,“wheel”在 touchesBegan 中没有被触摸,但随后在 touchesMoved 中注册,导致 startingAngle 没有被设置为任何东西和 nil。
如果用户没有开始触摸轮子,您可能不希望轮子旋转,所以我会在 touchedMoved 中添加一个守卫
...
let angle = atan2(dy, dx)
guard startingAngle != nil else {return} //Exit the function if starting angle was never set
var deltaAngle = angle - startingAngle!
...
关于swift - 如何通过触摸旋转 SpriteNode?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43146711/