Swift SpriteKit:TouchesMoved 在手指停止和相机停止时不更新

Swift SpriteKit: TouchesMoved doesn't update when finger stops and camera

我有一个游戏,玩家移动到一个触摸点(如果触摸移动则更新目的地)。一切正常,直到相机移动而触摸不动(手指停留在屏幕上,所以 touchMovedtouchesEnded 都没有被调用)玩家移动到相对于他开始的位置的正确位置,但与移动相机无关。 (我不想将位置保存在相机的参考系中..如果这样可以的话,因为在屏幕的一侧点击一下就会移动 pl 直到世界尽头。)

这是代码的基本框架:

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {            
        location = touch.location(in: self)            
        player.goto = location
        player.moving = true                
}}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {       
        let location = touch.location(in: self)       
         player.goto = location
         player.moving = true 
}}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let location = touch.location(in: self)
         player.goto = location
         player.moving = true            
}}   

override func update(_ currentTime: CFTimeInterval) {
    if player.position.x > w_screen/2 && player.position.x < (lab.size.width-w_screen/2) {
        cameranode.position.x = player.position.x
    }

    if player.moving == true {
        v = CGVector(dx: player.goto.x-player.position.x, dy: player.goto.y-player.position.y)
        d = sqrt(v.dx*v.dx + v.dy*v.dy)
        vel = 400*atan(d/20)/1.57
        if vel>1 { player.physicsBody!.velocity = CGVector(dx: v.dx*vel/d, dy: v.dy*vel/d) } else {
            player.moving = false
            player.physicsBody!.velocity = CGVector.zero
}}

如有任何帮助,我们将不胜感激。

if player.position.x > w_screen/2 && player.position.x < (lab.size.width-w_screen/2) {
        cameranode.position.x = player.position.x
    }

这就是为什么相机没有移动到您想要的位置,您正在将相机移动到 player.position.x,但您永远不会更新您的转到位置。

只需考虑相机移动的程度并相应地调整 goto。

if player.position.x > w_screen/2 && player.position.x < (lab.size.width-w_screen/2) {

        let camShiftX = player.position.x - cameranode.position.x
        let camShiftY = player.position.y - cameranode.position.y

        cameranode.position.x = player.position.x
        player.goto.x += camShiftX
        player.goto.y += camShiftY

    }