SpriteKit手机游戏摇杆JoyStick的使用 — Space Battle 宇宙大战番外篇

joystick

工欲善其事,必先利其器

有时候学习如何应用第三方库是非常重要的,因为我们不用再自己重复造轮子,在这里,我们就把原先利用重力感应来操控飞机改为用游戏摇杆joystick来操控,具体的操作如下:

  // 声明游戏摇杆;
   private var joystick:AnalogJoystick!  // 游戏摇杆; 

创建函数,新建游戏摇杆节点,并添加到GameScene中

 //MARK:-// 加入游戏手柄
    func createJoyStick(){
        joystick = AnalogJoystick(diameter: CGFloat(250.0)) // 摇杆直径
        joystick.stick.image = UIImage(named: "jStick")  // 摇杆图
        joystick.substrate.image = UIImage(named: "jSubstrate")  // 摇杆背景图
        joystick.zPosition = 1 
        joystick.position = CGPoint(x: -380.0, y: -720.0)
        self.addChild(joystick)
        joystick.alpha = 0.8
        // 操控刚开始
        joystick.beginHandler = { [unowned self] in
            guard let sprite = self.playerNode else {
                return
            }
            print("begin",sprite);
        }
        // 追踪操控
        joystick.trackingHandler = {[unowned self] data in
            guard let sprite = self.playerNode else {
                return
            }
            let x = data.velocity.x * 0.12
            let y = data.velocity.y * 0.12
            let xPos = sprite.position.x + x
            let yPos = sprite.position.y + y
            sprite.position = CGPoint(x: xPos, y: yPos)  // 更新飞机位置
            //sprite.zRotation = data.angular // 飞机角度转向;
        }
        // 停止摇杆时;
        joystick.stopHandler = { [unowned self]  in
            guard let sprite = self.playerNode else {
                return
            }
            print("stop",sprite);
        }
    }

在 override func didMove(to view: SKView) {}内加入摇杆函数

 // 游戏手柄开始
 override func didMove(to view: SKView) {
      createJoyStick()
}

只需要上面这几步,就可以添加酷酷的游戏摇杆了,就这么简单!!!

Space Battle 宇宙大战游戏教学:http://www.ifiero.com/index.php/archives/126
源码传送门:https://github.com/apiapia/SpaceBattleSpriteKitGame

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