问题描述
我正在制作像SpriteKit上的Scrabble这样的游戏,并且一直停留在Scoble和Scrolling Scrabble Board上。
首先让我解释游戏背后的工作:
在我的GameScene上我有:
I am working on a Game like Scrabble on SpriteKit and have been stuck on Zooming and Scrolling the Scrabble Board.First Let me Explain the working behind the game:On my GameScene I Have:
-
A名为GameBoard Layer(名为NAME_GAME_BOARD_LAYER)的SKNode子类包含以下子项:
A SKNode subclass called GameBoard Layer (named NAME_GAME_BOARD_LAYER) containing following Children:
A SKNode subclass for Scrabble Board named NAME_BOARD.
A SKNode subclass for Letters Tile Rack named NAME_RACK.
Letters Tiles从Tile Rack中挑选并放入Scrabble Board。
The Letters Tiles are picked from the Tile Rack and dropped at the Scrabble Board.
这里的问题是,我需要模仿UIScrollView可以实现的缩放和滚动,我认为不能添加到SKNode。我需要模仿的功能是:
The problem here is, I need to mimic the zooming and scrolling which can be achieved by UIScrollView, which I think cant be added on a SKNode. The Features I need to mimic are:
- 放大用户双击的精确位置
- 滚动(尝试PanGestures,以某种方式创建拖动窗格的问题)
- 将Zoomed SKNode保留在特定区域(与UIScrollView一样,将缩放的内容保留在scrollView边界内)
以下是我用于缩放的代码,使用UITapGestures:
Here is the Code I have used for Zooming, using UITapGestures:
在我的GameScene.m
In my GameScene.m
- (void)didMoveToView:(SKView *)view {
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self
action:@selector(handleTapGesture:)];
tapGesture.numberOfTapsRequired = 2;
tapGesture.numberOfTouchesRequired = 1;
[self.scene.view addGestureRecognizer:tapGesture];
}
- (void)handleTapGesture:(UITapGestureRecognizer*)recognizer {
if ([self childNodeWithName:NAME_GAME_BOARD_LAYER]) {
GameBoardLayer *gameBoardLayer = (GameBoardLayer*)[self childNodeWithName:NAME_GAME_BOARD_LAYER];
SKNode *node = [Utils nodeAt:[recognizer locationInView:self.view]
withName:NAME_BOARD
inCurrentNode:gameBoardLayer];
if ([node.name isEqualToString:NAME_BOARD]) {
[gameBoardLayer handleDoubleTap:recognizer];
}
}
}
在我的GameBoardLayer节点:
In my GameBoardLayer Node:
- (void)handleDoubleTap:(UITapGestureRecognizer*)recognizer {
Board *board = (Board*)[self childNodeWithName:NAME_BOARD];
if (isBoardZoomed)
{
[board runAction:[SKAction scaleTo:1.0f duration:0.25f]];
isBoardZoomed = NO;
}
else
{
isBoardZoomed = YES;
[board runAction:[SKAction scaleTo:1.5f duration:0.25f]];
}
}
有人会指导我如何实现此功能?
Would someone kindly guide me how can i achieve this functionality?
谢谢大家。
推荐答案
这就是我要做的这个:
设置:
- 创建一个GameScene作为游戏的rootNode 。 (SKScene的孩子)
- 将BoardNode作为子项添加到场景中(SKNode的子项)
- 将CameraNode作为子项添加到Board(SKNode的子项) )
- 添加LetterNodes作为董事会的子女
- Create a GameScene as the rootNode of your game. (child of SKScene)
- Add BoardNode as child to the scene (child of SKNode)
- Add CameraNode as child to the Board (child of SKNode)
- Add LetterNodes as children of the Board
保持Camera节点居中:
Keep Camera node centered:
// GameScene.m
- (void) didSimulatePhysics
{
[super didSimulatePhysics];
[self centerOnNode:self.Board.Camera];
}
- (void) centerOnNode:(SKNode*)node
{
CGPoint posInScene = [node.scene convertPoint:node.position fromNode:node.parent];
node.parent.position = CGPointMake(node.parent.position.x - posInScene.x, node.parent.position.y - posInScene.y);
}
通过移动BoardNode来平移视图(记住防止平移越界)
Pan view by moving BoardNode around (Remember to prevent panning out of bounds)
// GameScene.m
- (void) handlePan:(UIPanGestureRecognizer *)pan
{
if (pan.state == UIGestureRecognizerStateChanged)
{
[self.Board.Camera moveCamera:CGVectorMake([pan translationInView:pan.view].x, [pan translationInView:pan.view].y)];
}
}
// CameraNode.m
- (void) moveCamera:(CGVector)direction
{
self.direction = direction;
}
- (void) update:(CFTimeInterval)dt
{
if (ABS(self.direction.dx) > 0 || ABS(self.direction.dy) > 0)
{
float dx = self.direction.dx - self.direction.dx/20;
float dy = self.direction.dy - self.direction.dy/20;
if (ABS(dx) < 1.0f && ABS(dy) < 1.0f)
{
dx = 0.0;
dy = 0.0;
}
self.direction = CGVectorMake(dx, dy);
self.Board.position = CGPointMake(self.position.x - self.direction.dx, self.position.y + self.direction.dy);
}
}
// BoardNode.m
- (void) setPosition:(CGPoint)position
{
CGRect bounds = CGRectMake(-boardSize.width/2, -boardSize.height/2, boardSize.width, boardSize.height);
self.position = CGPointMake(
MAX(bounds.origin.x, MIN(bounds.origin.x + bounds.size.width, position.x)),
MAX(bounds.origin.y, MIN(bounds.origin.y + bounds.size.height, position.y)));
}
通过设置GameScene的大小来缩放:
Pinch Zoom by setting the size of your GameScene:
// GameScene.m
- (void) didMoveToView:(SKView*)view
{
self.scaleMode = SKSceneScaleModeAspectFill;
}
- (void) handlePinch:(UIPinchGestureRecognizer *)pinch
{
switch (pinch.state)
{
case UIGestureRecognizerStateBegan:
{
self.origPoint = [self GetGesture:pinch LocationInNode:self.Board];
self.lastScale = pinch.scale;
} break;
case UIGestureRecognizerStateChanged:
{
CGPoint pinchPoint = [self GetGesture:pinch LocationInNode:self.Board];
float scale = 1 - (self.lastScale - pinch.scale);
float newWidth = MAX(kMinSceneWidth, MIN(kMaxSceneWidth, self.size.width / scale));
float newHeight = MAX(kMinSceneHeight, MIN(kMaxSceneHeight, self.size.height / scale));
[self.gameScene setSize:CGSizeMake(newWidth, newHeight)];
self.lastScale = pinch.scale;
} break;
default: break;
}
}
崩溃意外拖动LetterNodes的问题是什么,我通常会实现一个TouchDispatcher(通常在GameScene类中)来记录所有的触摸。然后,TouchDispatcher决定哪个节点应该响应触摸(以及以哪种顺序)。
What comes to the problem of panning accidentally dragging your LetterNodes, I usually implement a single TouchDispatcher (usually in GameScene class) that registers all the touches. TouchDispatcher then decides which node(s) should respond to the touch (and in which order).
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