我正在尝试使用滑动手势将 SKTextureNode
拆分为多个部分。我有进入和退出的坐标。
如何使用它来拆分节点?
我建议使用 SKPhysicsJointFixed 连接两个 SKSpriteNode 以形成一个对象。当用户在对象上滑动时,您可以通过移除关节来拆分它,并施加插入力以将碎片朝相反的方向发送。这是连接两个节点的方法:
- (void) connectNode1SKSpriteNode *)node1 toNode2SKSpriteNode *)node2
{
CGPoint midPoint = CGPointMake((node1.position.x + node2.position.x)/2,
(node1.position.y + node2.position.y)/2);
SKPhysicsJointFixed *joint = [SKPhysicsJointFixed jointWithBodyA:node1.physicsBody
bodyB:node2.physicsBody
anchor:midPoint];
[self.physicsWorld addJoint:joint];
}
这里有一个例子,如果它被触摸,如何分割它。这应该替换为滑动处理程序。
- (void) touchesBeganNSSet *)touches withEventUIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
// Determine which node was touched
SKNode *touchedObject = [self nodeAtPoint:location];
if (touchedObject == self) continue;
// Check if node is connected
if ([touchedObject.physicsBody.joints count]) {
SKPhysicsJointFixed *joint = [touchedObject.physicsBody.joints firstObject];
SKSpriteNode *node2 = (SKSpriteNode *)(touchedObject.physicsBody == joint.bodyA ?
joint.bodyB.node : joint.bodyA.node);
[self.physicsWorld removeJoint:joint];
CGFloat dx = touchedObject.position.x - node2.position.x;
CGFloat dy = touchedObject.position.y - node2.position.y;
CGFloat magnitude = sqrtf(dx*dx+dy*dy);
// unit vector
dx /= magnitude;
dy /= magnitude;
// send nodes in opposite directions
[touchedObject.physicsBody applyImpulse:CGVectorMake(dx*20, dy*20)];
[node2.physicsBody applyImpulse:CGVectorMake(-dx*20, -dy*20)];
}
}
}
关于ios - 用滑动分割 SKTextureNode,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25179021/
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