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我在 Xcode 中创建了一个粒子发射器,它有很长的轨迹。当我将它移动到粒子生成器内部时,它会在我的鼠标路径之后留下一条轨迹。

关于我的目标的一些背景信息: 在我的 spriteKit 游戏中,用户在屏幕上拖动手指以拍摄移动的物体。我正在尝试创建“子弹时间”效果,当当前手指位置接触到对象时,对象会减慢并突出显示。当手指停止移动或弹药耗尽时,将触发 touchesEnded 方法,射击所有突出显示的对象。目前,我有他们行进的路径显示为使用 SKShapeNode 和 CGPath 绘制到屏幕上的一条线,但我希望用发射器轨迹突出显示轨迹。

在 touches started 方法中,我创建了一个圆形 SpriteNode,它在手指移动到的任何地方移动(物理碰撞附加到圆圈而不是路径)。我已经将粒子轨迹发射器附加到这个圆圈上,当我在屏幕上移动它时它会随着圆圈移动,但不会留下轨迹。

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

    UITouch *touch = [touches anyObject];
    CGPoint touchLocation = [touch locationInNode:self];

    pathToDraw = CGPathCreateMutable();
    startPoint = touchLocation;
    CGPathMoveToPoint(pathToDraw, NULL, touchLocation.x, touchLocation.y);

    lineNode = [SKShapeNode node];
    lineNode.path = pathToDraw;
    lineNode.lineWidth = 2;
    lineNode.zPosition = 110;
    lineNode.strokeColor = [SKColor whiteColor];
    [self addChild:lineNode];

    circle = [SKSpriteNode spriteNodeWithTexture:[animationsAtlas textureNamed:@"anim_countdown_9"]];
    circle.name = @"circle";
    circle.scale = 0.3;
    circle.alpha = 0.5;
    circle.zPosition = 110;
    circle.position = touchLocation;

    circle.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:20];
    circle.physicsBody.categoryBitMask = weaponCategory;
    circle.physicsBody.dynamic = NO;
    circle.physicsBody.contactTestBitMask = billyCategory;
    circle.physicsBody.collisionBitMask = 0;

    [self addChild:circle];

    pathEmitter = [SKEmitterNode skt_emitterNamed:@"FollowPath"];
    //pathEmitter.position = circle.position;
    //pathEmitter.targetNode = self;
    //pathEmitter.scale = 0.2;
    //pathEmitter.zPosition = 60;
    [circle addChild:pathEmitter];
}

在 touchesMoved 方法中,我将圆圈相应地移动到新位置

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

UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInNode:self];

circle.position = currentPoint;

SKAction *wtf = [SKAction followPath:pathToDraw asOffset:NO orientToPath:YES duration:0.1];
//pathEmitter.position = currentPoint;
//[pathEmitter runAction:wtf];
//pathEmitter.particleAction = wtf;
pathEmitter.particleAction = [SKAction moveTo:currentPoint duration:1.0];

CGPathAddLineToPoint(pathToDraw, NULL, currentPoint.x, currentPoint.y);

lineNode.path = pathToDraw;

我试过设置pathEmitter.targetNode = self; 像这篇文章让粒子跟随 spriteKit 中的路径建议但是发射器根本没有出现。

如果我将particleAction 设置为followPath 它也不会留下痕迹。

在我的代码中,您可以看到我已经注释掉了一些行,基本上我已经尝试了所有我能想到的 targetNode 和particleAction 组合。

关于如何让发射器在我的手指路径上留下痕迹的任何建议?

谢谢

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2 回答 2

3

实际上 pathEmitter.targetNode = self; 是让你有一个粒子在你的物体移动时留下痕迹的那个,我看不出它对你不起作用的任何原因,因为我很久以前就一直在使用这种方法,检查您的位置专门用于方法 touchesMoved

于 2014-07-11T00:36:07.760 回答
1

我认为这段代码就是你所需要的;

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

    UITouch *touch = [touches anyObject];
    CGPoint touchLocation = [touch locationInNode:self];


    circle = [SKSpriteNode spriteNodeWithTexture:[animationsAtlas textureNamed:@"anim_countdown_9"]];
    circle.name = @"circle";
    circle.scale = 0.3;
    circle.alpha = 0.5;
    circle.zPosition = 110;
    circle.position = touchLocation;

    circle.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:20];
    circle.physicsBody.categoryBitMask = weaponCategory;
    circle.physicsBody.dynamic = NO;
    circle.physicsBody.contactTestBitMask = billyCategory;
    circle.physicsBody.collisionBitMask = 0;

    [self addChild:circle];

    pathEmitter = [NSKeyedUnarchiver unarchiveObjectWithFile: [[NSBundle mainBundle] pathForResource:@"FollowPath"ofType:@"sks"]];
    pathEmitter.position = CGPointMake(0, -60);
    [circle addChild:pathEmitter];

}


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

    UITouch *touch = [touches anyObject];
    CGPoint currentPoint = [touch locationInNode:self];

    circle.position = currentPoint;

}

- (void)update:(CFTimeInterval)delta
{
    if (!pathEmitter.targetNode) {
        pathEmitter.targetNode = self;
    }
}
于 2014-07-16T09:39:57.547 回答