我正在尝试构建一个棋盘游戏,其中棋盘由精灵构建,您可以使用 SKCamera 节点以鸟瞰方式查看它们。我已经进行了平移、缩放和向下旋转,但它们感觉不自然,因为无论我将手指放在屏幕上的哪个位置,它都会围绕相机节点的中心旋转。
为了解决这个问题,我将创建一个 SKNode 并将其放置在手指之间作为相机旋转和缩放的锚点。
但是我无法让手指中心点的位置与游戏场景中的正确坐标对齐。
每当我将手指放在整个游戏场景中以旋转它时,它认为它应该在的中心总是在那个红色斑点中。
SKView 作为 SpriteKit 视图放置在情节提要上,并通过顶部和底部填充绑定到屏幕的左右边缘:
视图控制器内部:
@IBOutlet weak var Gameview: SKView!
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size:Gameview.frame.size)
Gameview.presentScene(scene)
}
GameScene.swift 内部let a = sender.location(in: self.view)
似乎是问题所在。
class GameScene: SKScene, UIGestureRecognizerDelegate {
var newCamera: SKCameraNode!
let rotateRec = UIRotationGestureRecognizer()
let zoomRec = UIPinchGestureRecognizer()
//let panRec = UIPanGestureRecognizer()
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer)
-> Bool {return true}
override func didMove(to view: SKView) {
rotateRec.addTarget(self, action: #selector(GameScene.rotatedView (_:) ))
rotateRec.delegate = self
self.view!.addGestureRecognizer(rotateRec)
zoomRec.addTarget(self, action: #selector(GameScene.zoomedView (_:) ))
zoomRec.delegate = self
self.view!.addGestureRecognizer(zoomRec)
//panRec.addTarget(self, action: #selector(GameScene.pannedView (_:) ))
//self.view!.addGestureRecognizer(panRec)
newCamera = SKCameraNode()
newCamera.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
self.addChild(newCamera)
self.camera = newCamera
//drawBoard()
//I removed this function as it had nothing to do with the question
}
@objc func rotatedView(_ sender:UIRotationGestureRecognizer) {
print(sender.location(in: self.view))
let square = SKSpriteNode(color: #colorLiteral(red: 0.7450980544, green: 0.1568627506, blue: 0.07450980693, alpha: 1), size: CGSize(width: 10, height: 10))
let a = sender.location(in: self.view)
let b = -a.x
let c = -a.y
let d = CGPoint(x: b, y: c)
square.position = d
self.addChild(square)
newCamera.zRotation += sender.rotation
sender.rotation = 0
if sender.state == .ended {
let rotateAmount = abs(Double(newCamera.zRotation) * Double(180) / Double.pi)
let remainder = abs(rotateAmount.truncatingRemainder(dividingBy: 90))
//print(rotateAmount)
//print(remainder)
if remainder < 10 {
newCamera.zRotation = CGFloat((rotateAmount-remainder)*Double.pi/180)
} else if remainder > 80 {
newCamera.zRotation = CGFloat((rotateAmount-remainder+90)*Double.pi/180)
}
}
}
@objc func zoomedView(_ sender:UIPinchGestureRecognizer) {
let pinch = SKAction.scale(by: 1/sender.scale, duration: 0.0)
newCamera.run(pinch)
sender.scale = 1.0
}
//@objc func pannedView(_ sender:UIPanGestureRecognizer) {
// sender.translation(in: )
//}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
let deltaY = location.y - previousLocation.y
let deltax = location.x - previousLocation.x
newCamera!.position.y -= deltaY
newCamera!.position.x -= deltax
}
}
}
我确实删除了函数 drawboard() 因为它在问题的上下文中是多余的。