(Swift SpriteKit)沿触摸方向旋转精灵

jam*_*mes 5 xcode ios sprite-kit swift

在提供的屏幕截图中,红色箭头和十字架仅用于演示目的,不在游戏中.我希望宇宙飞船的精灵能够面对射击球的方向.

链接到图像

这是我目前的触摸位置代码

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
   /* Called when a touch begins */

    for touch in touches {
        let location = touch.locationInNode(self)

        var bullet = SKSpriteNode(imageNamed: "bullet")
        bullet.position = cannon.position
        bullet.size = CGSize(width: 35, height: 35)

        //physics
        bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width/2)
        bullet.physicsBody?.categoryBitMask = PhysicsCategory.bullet
        bullet.physicsBody?.collisionBitMask = PhysicsCategory.enemy
        bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
        bullet.name = "bullet"
        bullet.physicsBody?.affectedByGravity = false

        self.addChild(bullet)

        var dx = CGFloat(location.x - cannon.position.x)
        var dy = CGFloat(location.y - cannon.position.y)

        let magnitude = sqrt(dx * dx + dy * dy)

        dx /= magnitude
        dy /= magnitude

        let vector = CGVector(dx: 120.0 * dx, dy: 120.0 * dy) //adjust constant to increase impluse.

        bullet.physicsBody?.applyImpulse(vector)

        // I found this code bellow this comment, but it just moves the cannon's y position

        let direction = SKAction.moveTo(
            CGPointMake(
                400 * -cos(bullet.zRotation - CGFloat(M_PI_2)) + bullet.position.x,
                400 * -sin(bullet.zRotation - CGFloat(M_PI_2)) + bullet.position.y
            ),
            duration: 0.8)

        cannon.runAction(direction)
    }
}
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Rei*_*ian 5

我前段时间一直在做你想要的事情,所以这是我的结果

在此输入图像描述

首先你需要使用VectorMath.swiftNick Lockwood 创建的,这是我的代码,让我的蜘蛛走向用户触摸

import SpriteKit
import SceneKit

class GameScene: SKScene {
    let sprite = SKSpriteNode(imageNamed:"Aranna")
    var velocity = Vector2(x: 0, y: 0)
    var positionV2D = Vector2(x: 0, y: 0)
    var headingVector = Vector2(x: 0, y: 1)

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        let myLabel = SKLabelNode(fontNamed:"Chalkduster")
        myLabel.text = "Hello, World!";
        myLabel.fontSize = 45;
        myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));

        sprite.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
        positionV2D = Vector2(point:sprite.position);

        let testVector = Vector2(x: 10, y: 14);
        velocity += testVector;
        print(velocity.toString());
        velocity += Vector2(x: 1, y: 1);
        //velocity = velocity + testVector;
        print(velocity.toString());
        velocity *= 0.5;
        velocity.printVector2D();

        velocity = Vector2(x: 2, y: 2);
        velocity.normalized();
        velocity.printVector2D();

        self.addChild(sprite)
    }


    func ToRad(grados:CGFloat) ->CGFloat
    {
        return ((CGFloat(M_PI) * grados) / 180.0)
    }

    func ToDeg(rad:CGFloat) ->CGFloat
    {
        return (180.0 * rad / CGFloat(M_PI))
    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
       /* Called when a touch begins */

        for touch in touches {
            let location = touch.locationInNode(self)

            let toTarget = Vec2DNormalize(Vector2(point:location) - positionV2D);


            let angle2 = headingVector.angleWith(toTarget);

            print(ToDeg(CGFloat(angle2)));

            headingVector.printVector2D();

            self.sprite.runAction(SKAction.rotateToAngle(CGFloat(angle2), duration: 0.1))
            self.sprite.runAction(SKAction.moveTo(location, duration: 0.5))
            positionV2D = Vector2(point: location);

        }
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
}
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我希望这可以帮助你


jam*_*mes 5

这是我找到的完美运行的代码。

使用 Swift 在 SpriteKit 中将精灵旋转到不精确的精灵位置

 let angle = atan2(location.y - cannon.position.y , location.x - cannon.position.x)
 cannon.zRotation = angle - CGFloat(M_PI_2)
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