我正在尝试在不使用 Spritekit 的情况下在 Xcode 中制作乒乓球游戏。我正在为球和桨使用 UIVeiws。为了移动桨,我在情节提要中使用了平移手势识别器并将其连接到 UIView。
我想为桨添加碰撞,但我需要它与桨一起移动。现在,使用 addBoundaryWithIdentifier,它仅在桨位于原点时才有效。
帮助帮助!到目前为止,这是我的代码...
类视图控制器:UIViewController,UICollisionBehaviorDelegate {
var animator = UIDynamicAnimator()
var collision: UICollisionBehavior!
var paddleOneOriginalCenter: CGPoint!
@IBOutlet weak var ball: UIImageView!
@IBOutlet weak var paddleOne: UIView!
@IBAction func panGesturePaddleOne(sender: UIPanGestureRecognizer) {
let translation = sender.translationInView(view)
if sender.state == UIGestureRecognizerState.Began {
paddleOneOriginalCenter = paddleOne.center
}
paddleOne.center.y = paddleOneOriginalCenter.y + translation.y
}
override func viewDidLoad() {
super.viewDidLoad()
// Set up ball Dynamic Behaviors
self.animator = UIDynamicAnimator(referenceView: self.view)
// Ball Collisions
collision = UICollisionBehavior(items: [ball])
collision.addBoundaryWithIdentifier("paddleOne", forPath: UIBezierPath(rect: paddleOne.frame))
collision.setTranslatesReferenceBoundsIntoBoundaryWithInsets(UIEdgeInsets(top: 10, left: 1000, bottom: 10, right: 1000))
animator.addBehavior(collision)
// Ball Initial Velocity (Puhs)
var pushBehavior: UIPushBehavior = UIPushBehavior(items:[ball], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.pushDirection = getRandomDirection()
pushBehavior.magnitude = 1
animator.addBehavior(pushBehavior)
// Ball Bounce
let bounceBehaviour = UIDynamicItemBehavior(items: [ball])
bounceBehaviour.elasticity = 1.1
animator.addBehavior(bounceBehaviour)
}
func getRandomDirection() -> CGVector {
let x = CGFloat(arc4random())
let y = CGFloat(arc4random())
return CGVectorMake(x, y)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}