2015-05-22 60 views
0

我在做什么:使一个SKSpriteNode跟随一个UIBezierPath,其中端点是用户触摸的位置。SKSpriteNode遵循bezier路径旋转

问题:当用户触摸我时,将位置发送给播放器节点,播放器节点会自行移动它。然而,这只有在玩家节点向上“指向”时才起作用,例如在第一次触摸时。其他的触动会让玩家误入歧途。

图片说明问题:http://i.stack.imgur.com/nleXj.png
我在Photoshop中增加了一些解释的事情所以这里是一个解释:
- 厚>是我在移动SKSpriteNode。
- 紫色正方形是触摸的确切位置,按顺序编号(实际上为调试目的添加了SKSpriteNodes)
- 细箭头是触摸发生时玩家的位置。

我相信这个问题是在玩家节点坐标系和场景坐标系之间转换的地方。
例如:第一次触摸(当玩家zRotation没有改变时)将玩家移动到正确的位置。然而,第二次触摸是在玩家节点坐标系中的左侧,但是它基本上在场景坐标系中左侧,如果触摸与节点一起旋转,如果它被旋转指向上。

的代码:
GameScene.m:

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { 
    /* Called when a touch begins */ 
    for (UITouch *touch in touches) { 
     [self playRiddle]; 

     CGPoint touchPoint = [touch locationInNode:_player]; 
     [_player moveTo:touchPoint]; 

     SKSpriteNode *n = [SKSpriteNode spriteNodeWithColor:[UIColor purpleColor] size:CGSizeMake(10, 10)]; 
     n.position = [self convertPoint:touchPoint fromNode:_player]; 
     [_worldNode addChild:n]; 
    } 
} 

Player.m:

- (void)moveTo:(CGPoint)point { 
    _moving = YES; 
    [self removeActionForKey:@"move"]; 

    CGVector vector = [self convertAngleToVector:[self shipOrientation]]; 
    CGPoint controlPoint = CGPointMake(vector.dx, vector.dy); 

    UIBezierPath *path = [self createPathWindEndPoint:point controlPoint:controlPoint]; 
    SKAction *move = [SKAction followPath:[path CGPath] asOffset:YES orientToPath:YES speed:15]; 
    SKAction *done = [SKAction runBlock:^{ 
     _moving = NO; 
    }]; 
    [self runAction:[SKAction sequence:@[move, done]] withKey:@"move"]; 
} 

- (UIBezierPath *)createPathWindEndPoint:(CGPoint)endpoint controlPoint:(CGPoint)cp {  
    UIBezierPath *path = [UIBezierPath bezierPath]; 
    [path moveToPoint:CGPointZero]; 

    [path addQuadCurveToPoint:endpoint controlPoint:cp]; 

    //Draw path 
    SKShapeNode *line = [SKShapeNode node]; 
    line.path = [path CGPath]; 
    [line setStrokeColor:[UIColor darkGrayColor]]; 
    line.position = self.position; 
    [self.parent addChild:line]; 

    return path; 
} 

- (CGVector)convertAngleToVector:(CGFloat)radians { 
    CGVector vector; 
    vector.dx = cos(radians) * 25; 
    vector.dy = sin(radians) * 25; 
    return vector; 
} 

- (CGFloat)shipOrientation { 
    return self.zRotation + M_PI_2; 
} 

的_player父节点是被添加到GameScene一个SKNode。 我尝试了很多东西[节点convertPoint:..]但没有成功。会喜欢一些指向正确方向的指针。

谢谢!

回答

1

我建议您使用绝对场景坐标而不是相对节点坐标来创建要遵循的路径。下面是如何做到这一点的例子:)

GameScene

1在touchesBegan,进行以下更改到触摸位置转换为坐标现场

CGPoint touchPoint = [touch locationInNode:self]; 

球员。米

; 2)将下列创建场景坐标路径(见注释)

- (void)moveTo:(CGPoint)point { 
    _moving = YES; 
    [self removeActionForKey:@"move"]; 

    CGVector vector = [self convertAngleToVector:[self shipOrientation]]; 
    // Offset the control point by the node's position 
    CGPoint controlPoint = CGPointMake(vector.dx+self.position.x, vector.dy+self.position.y); 

    UIBezierPath *path = [self createPathWindEndPoint:point controlPoint:controlPoint]; 
    // Use absolute path 
    SKAction *move = [SKAction followPath:[path CGPath] asOffset:NO orientToPath:YES speed:15]; 

    SKAction *done = [SKAction runBlock:^{ 
     _moving = NO; 
    }]; 
    [self runAction:[SKAction sequence:@[move, done]] withKey:@"move"]; 
} 

- (UIBezierPath *)createPathWindEndPoint:(CGPoint)endpoint controlPoint:(CGPoint)cp { 
    UIBezierPath *path = [UIBezierPath bezierPath]; 
    // Use scene coordinates 
    [path moveToPoint:self.position]; 

    [path addQuadCurveToPoint:endpoint controlPoint:cp]; 

    //Draw path 
    SKShapeNode *line = [SKShapeNode node]; 
    line.path = [path CGPath]; 
    [line setStrokeColor:[UIColor darkGrayColor]]; 
    // Line relative to the origin 
    line.position = CGPointZero; 
    [self.parent addChild:line]; 

    return path; 
}