我似乎无法弄清楚。我尝试了许多不同的方法,但似乎都没有效果。使用我当前的代码,相机和英雄永远不会排队,当我触摸屏幕时,场景似乎跳得很远。我要做的就是当我触摸屏幕时让英雄移动到触摸点并让摄像机跟随他。有什么方法可以将相机锁定到英雄spritenode?
import SpriteKit
let tileMap = JSTileMap(named: "level2.tmx")
let hero = SKSpriteNode(imageNamed: "hero")
let theCamera: SKCameraNode = SKCameraNode()
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.anchorPoint = CGPoint(x: 0, y: 0)
self.position = CGPoint(x: 0, y: 0)
hero.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
hero.xScale = 0.5
hero.yScale = 0.5
hero.zPosition = 2
tileMap.zPosition = 1
tileMap.position = CGPoint(x: 0, y: 0)
self.addChild(tileMap)
self.addChild(hero)
self.addChild(theCamera)
self.camera = theCamera
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
let action = SKAction.moveTo(location, duration: 1)
hero.runAction(action)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
self.camera?.position = hero.position
}
}
最佳答案
之所以看到该场景跳得很远,是因为scene.size
不等于屏幕尺寸。我想您可能会像这样初始化您的第一个场景:
// GameViewController.swift
if let scene = GameScene(fileNamed:"GameScene") {...}
该代码将加载 GameScene.sks ,默认大小为1024 * 768。但是,由于您以编程方式添加了
SKSpriteNode
,因此可以通过这种方式初始化场景以适合屏幕尺寸:// GameViewController.swift
// Only remove if statement and modify
let scene = GameScene(size: view.bounds.size) ...
这将解决您遇到的大多数问题。此外,我建议使用
SKAction
移动相机节点:override func update(currentTime: CFTimeInterval) {
let action = SKAction.moveTo(hero.position, duration: 0.25)
theCamera.runAction(action)
}
最后,添加以下行以在开始时将摄像机与您的英雄对齐:
self.camera?.position = hero.position
关于sprite-kit - 获取SKCameraNode跟随英雄Spritenode,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/32687473/