问题描述
我正在使用精灵套件制作游戏,当你按住左/右移动按钮时,我希望我的角色在屏幕上移动。问题是他只在轻敲按钮时移动,而不是按住。我到处寻找解决方案,但似乎没有任何效果!
I'm making a game using sprite kit and I want my Character to move across the screen when you hold down the left/right move button. The problem is that he only moves when the button is tapped, not held. I have looked everywhere for a solution but nothing seems to work!
这是我的代码;
class Button: SKNode
{
var defaultButton: SKSpriteNode // defualt state
var activeButton: SKSpriteNode // active state
var timer = Timer()
var action: () -> Void
//default constructor
init(defaultButtonImage: String, activeButtonImage: String, buttonAction: @escaping () -> Void )
{
//get the images for both button states
defaultButton = SKSpriteNode(imageNamed: defaultButtonImage)
activeButton = SKSpriteNode(imageNamed: activeButtonImage)
//hide it while not in use
activeButton.isHidden = true
action = buttonAction
super.init()
isUserInteractionEnabled = true
addChild(defaultButton)
addChild(activeButton)
}
//When user touches button
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
action()
//using timer to repeatedly call action, doesnt seem to work...
self.timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(getter: Button.action), userInfo: nil, repeats: true)
//swtich the image of our button
activeButton.isHidden = false
defaultButton.isHidden = true
}
code..........
In我的游戏场景...
In my game scene...
// *** RIGHT MOVEMENT ***
let rightMovementbutton = Button(defaultButtonImage: "arrow", activeButtonImage: "arrowActive", buttonAction:
{
let moveAction = SKAction.moveBy(x: 15, y: 0, duration: 0.1)
self.player.run(moveAction)
})
推荐答案
您知道何时触摸按钮,因为 touchesBegan
被调用。然后你必须设置一个标志来表示按下按钮。
You know when the button is touched because touchesBegan
is called. You then have to set a flag to indicate that the button is pressed.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if leftButton.containsPoint(touch.locationInNode(self)) {
leftButtonIsPressed = true
}
if rightButton.containsPoint(touch.locationInNode(self)) {
rightButtonIsPressed = true
}
}
在更新中()
,调用你的函数标志为真:
In update()
, call your function that flag is true:
update() {
if leftButtonIsPressed == true {
moveLeft()
}
if rightButtonIsPressed == true {
moveRight()
}
}
当 touchesEnded $ c时,将标志设置为false为该按钮调用$ c>:
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if leftButton.containsPoint(touch.locationInNode(self)) {
leftButtonIsPressed = false
}
if rightButton.containsPoint(touch.locationInNode(self)) {
rightButtonIsPressed = flase
}
}
编辑:
正如KoD所指出的,更简洁的方法(移动按钮)是 SKAction
删除了对标志的需求:
As pointed out by KoD, a cleaner way to do this (for movement buttons) is with SKAction
which removes the need for the flag:
- 为 SKActions > moveTo x:0 和
moveTo x:frame.width
in
didMoveTo(View :)
- 在
touchesBegan
中,在正确的对象上运行正确的SKAction
指定SKAction的密钥。 - 在
touchesEnded
中,删除相关的SKAction。
- Define
SKActions
formoveTo x:0
andmoveTo x:frame.width
indidMoveTo(View:)
- In
touchesBegan
, run the correct SKAction on the correct objectspecifying a key for the SKAction. - In
touchesEnded
, remove the relevant SKAction.
你必须做一些数学计算你的对象将要移动多少点,然后根据SKAction设置持续时间这个距离和一个移动速度(以每秒点数为单位)。
You'll have to do some maths to calculate how many points your object will have to move and then set a duration for the SKAction based upon this distance and a movement speed (in points per second).
或者,(感谢KnightOfDragons为此)创建一个 SKAction.MoveBy x:
移动一小段距离(根据您所需的移动速度),持续时间为1/60秒。触摸按钮时永远重复此操作( SKAction.repeatForever
),并在释放按钮时删除重复的SKAction。
Alternatively, (thanks to KnightOfDragons for this) create a SKAction.MoveBy x:
which moves a small distance (based upon your desired movement speed) and with a duration of 1/60s. Repeat this action forever (SKAction.repeatForever
) when the button is touched and remove the repeating SKAction when the button is released.
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