如何用核心运动移动Sksprite节点? (精灵套件)

how to move Sksprite node with core motion? (sprite kit)

我想使用核心运动在 sprite kit 中移动一个 sk-sprite 节点。 我希望它会像在游戏 tilt2live 中一样。我的意思是我想倾斜设备以更改节点位置。 我该怎么做? 谢谢。

Tuts+ 上有一个很棒的 tutorial 演示了在 SpriteKit 游戏中加速度计的使用。您需要做的重点如下:

首先,导入CoreMotion库:

#import <CoreMotion/CoreMotion.h>

为场景声明一个 CMMotionManager 属性

@property (strong, nonatomic) CMMotionManager *motionManager;

-initWithSize:方法中,实例化运动管理器

//CoreMotion
self.motionManager = [[CMMotionManager alloc] init];
self.motionManager.accelerometerUpdateInterval = .2;

[self.motionManager startAccelerometerUpdatesToQueue:[NSOperationQueue currentQueue]
                                         withHandler:^(CMAccelerometerData  *accelerometerData, NSError *error) {
                                         [self outputAccelertionData:accelerometerData.acceleration];
                                         if(error)
                                         {
                                             NSLog(@"%@", error);
                                         }
}];

您将开始沿 x 轴和 y 轴向 outputAccelertionData: 方法获取加速度计数据。

用它来移动你的节点。

1) 将 CoreMotion 框架添加到您的项目中

2) 使用基本示例代码使用 CoreMotion 移动 SKSpriteNode。

#import "GameScene.h"
#import <CoreMotion/CoreMotion.h>

@implementation GameScene {
    CMMotionManager *motionManager;
    CMDeviceMotion *devMotion;
    SKSpriteNode *node0;
}

-(void)didMoveToView:(SKView *)view {
    self.backgroundColor = [SKColor blackColor];

    motionManager = [[CMMotionManager alloc] init];
    [motionManager startDeviceMotionUpdates];
    [motionManager setDeviceMotionUpdateInterval:1.0/30.0];
    devMotion = motionManager.deviceMotion;

    node0 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(20, 20)];
    node0.position = CGPointMake(300, 300);
    node0.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:node0.size];
    node0.physicsBody.dynamic = YES;
    node0.physicsBody.affectedByGravity = NO;
    [self addChild:node0];
}

-(void)update:(CFTimeInterval)currentTime {

    CMDeviceMotion *currDeviceMotion = motionManager.deviceMotion;
    //NSLog(@"Roll Pitch and Yaw are %f, %f, %f",currDeviceMotion.attitude.roll, currDeviceMotion.attitude.pitch, currDeviceMotion.attitude.yaw);

    // update position using CGPointMake
    if(currDeviceMotion.attitude.pitch > 0.10) {
        node0.position = CGPointMake(node0.position.x+1, node0.position.y);
    }

    if(currDeviceMotion.attitude.pitch < -0.10) {
        node0.position = CGPointMake(node0.position.x-1, node0.position.y);
    }

    if(currDeviceMotion.attitude.roll > 0.10) {
        node0.position = CGPointMake(node0.position.x, node0.position.y+1);
    }

    if(currDeviceMotion.attitude.roll < -0.10) {
        node0.position = CGPointMake(node0.position.x, node0.position.y-1);
    }

    /*
    // update position using CGVectorMake
    if(currDeviceMotion.attitude.pitch > 0.10) {
        node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx+10, node0.physicsBody.velocity.dy);
        // set speed limit of 100
        if(node0.physicsBody.velocity.dx > 100)
            node0.physicsBody.velocity = CGVectorMake(100, node0.physicsBody.velocity.dy);
    }

    if(currDeviceMotion.attitude.pitch < -0.10) {
        node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx-10, node0.physicsBody.velocity.dy);
        // set speed limit of 100
        if(node0.physicsBody.velocity.dx < -100)
            node0.physicsBody.velocity = CGVectorMake(-100, node0.physicsBody.velocity.dy);
    }

    if(currDeviceMotion.attitude.roll > 0.10) {
        node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx, node0.physicsBody.velocity.dy+10);
        // set speed limit of 100
        if(node0.physicsBody.velocity.dy > 100)
            node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx, 100);
    }

    if(currDeviceMotion.attitude.roll < -0.10) {
        node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx, node0.physicsBody.velocity.dy-10);
        if(node0.physicsBody.velocity.dy < -100)
            node0.physicsBody.velocity = CGVectorMake(node0.physicsBody.velocity.dx, -100);
    }
    */
}

@end