如何在路径中将精灵移动到中心,然后 return 到原始路径?

How to move sprite to center while is in a path and then return to the original path?

我正在制作一个精灵围绕一个大圆圈旋转的游戏,我希望当触摸开始时精灵移动到屏幕中心的另一个圆圈,现在精灵围绕它旋转,并且当触摸开始时,精灵 return 再次出现到大圆圈。在我的代码中,精灵移动到 -sprite.position.x * 2 以便精灵移动到大圆圈的对面。我该如何解决?

在圆形路径中移动对象的最简单方法之一是

  1. 创建一个SKNode容器
  2. 创建精灵
  3. 将容器添加到场景
  4. 将精灵添加到容器中
  5. 将精灵的 x 位置设置为圆形路径的半径
  6. 旋转容器

如果你想将精灵移动到另一个不同半径的圆,

  1. 更改精灵的 x 位置
  2. 移动容器的位置(可选)

如果要改变旋转方向,

  1. 反转容器的旋转

这是一个例子:

// Define circle
struct Circle {
    var position:CGPoint
    var radius:CGFloat
}

class GameScene: SKScene {
    // 1. Create container node
    let node = SKNode()
    // 2. Create a sprite
    let sprite = SKSpriteNode(color:SKColor.blueColor(),size:CGSizeMake(10,10))
    var rotation:CGFloat = CGFloat(M_PI)
    var circles:[Circle] = []

    override func didMoveToView(view: SKView) {
        scaleMode = .ResizeFill

        circles.append(Circle(position: view.center, radius: 80))
        circles.append(Circle(position: view.center, radius: 40))
        // 3. Add the container to the scene
        addChild(node)

        // 4. Add the sprite to the container
        node.addChild(sprite)
        // 5. Set the sprite's x position to the radius of the circular path
        if let circle = nextCircle() {
            node.position = circle.position
            sprite.position = CGPoint(x:circle.radius, y:0)
            // 6. Rotate the container
            rotate()
        }
    }

    // Rotate the container
    func rotate() {
        let action = SKAction.rotateByAngle(rotation, duration: 4)
        node.runAction(SKAction.repeatActionForever(action),withKey: "rotate")
    }

    // 9. Reverse the container's rotation
    func reverse() {
        rotation = -rotation
    }

    // Stop rotating the container
    func stopRotation() {
        if node.actionForKey("rotate") != nil {
            node.removeActionForKey("rotate")
        }
    }

    // Returns the next circle's parameters and rotates the array
    func nextCircle() -> Circle? {
        guard let circle = circles.first else {
            return nil
        }
        // Move the current circle to the back of the queue
        circles.append(circles.removeAtIndex(0))
        return circle
    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        /* Change the sprite's x-position  */
        if sprite.actionForKey("move") == nil {
            stopRotation()
            // 7. change the sprite's x position
            // 8. move the container's position (optional)
            if let circle = nextCircle() {
                let radius = CGPoint(x:circle.radius, y:0)
                let moveCenter = SKAction.moveTo(circle.position, duration: 3)
                let move = SKAction.moveTo(radius, duration: 3)
                let rotate = SKAction.runBlock {
                    self.rotate()
                }
                sprite.runAction(SKAction.sequence([move, rotate]), withKey: "move")
                node.runAction(moveCenter, withKey: "move")
            }
        }
    }
}