2015-03-31 101 views
1

我在SpriteKit中玩了一下,並且試圖讓棒圖運行。由於我缺乏經驗,我相信我已經以非常規的方式開始了這個過程。在Sprite Kit中運行棒圖動畫

我沒有畫出每個單獨的動作幀,而是加載了棒圖的單獨圖像(即頭部,膝蓋,大腿,身體,手臂等),並讓他們相應地移動。到目前爲止,除了跑步過程中膝蓋的運動和旋轉以外,所有東西都可以相互融合。

我的問題是這樣的:

當大腿拉回到它的步幅,膝蓋變得分離,並遵循直線步幅的結束而轉動。

我的問題是這樣的:

是否有連接節點大腿到小腿節點的方式,因爲如果他們在每說一個「拐點」連接,而在運動?還是有一些更有效的方法?

這是我的代碼的片段,它可能比我一直描述更多一點。

func thigh_run(){ 
     //running config 
     //DONT CHANGE! 
     var thigh_rotation = CGFloat(M_PI)*0.8 
     //Can Change :) 
     var run_speed = NSTimeInterval(0.25) 

     // reset the action sequence... basically 
     let pos_nuetralize = SKAction.rotateByAngle(thigh_rotation/2, duration: run_speed) 
     let neg_nuetralize = SKAction.rotateByAngle(-thigh_rotation/2, duration: run_speed)    
     //strides 
     let thigh_pull = SKAction.rotateByAngle(-thigh_rotation, duration: run_speed*2) 
     let thigh_stride = SKAction.rotateByAngle(thigh_rotation/2, duration: run_speed)   
     // for the opposite leg 
     let b_thigh_pull = SKAction.rotateByAngle(-thigh_rotation/2, duration: run_speed) 
     let b_thigh_stride = SKAction.rotateByAngle(thigh_rotation, duration: run_speed*2) 

     //knee movement  
     let stride = SKAction.sequence([thigh_stride, thigh_pull, pos_nuetralize]) 
     let pull = SKAction.sequence([b_thigh_pull, b_thigh_stride, neg_nuetralize]) 
     r_arm.runAction(SKAction.repeatActionForever(stride)) 
     f_leg_thigh.runAction(SKAction.repeatActionForever(stride)) 
     b_leg_thigh.runAction(SKAction.repeatActionForever(pull)) 
     //knee_run(run_speed) 


    } 

    func knee_run(speed: NSTimeInterval){ 

     let knee_stride = SKAction.moveTo(CGPointMake(f_leg_thigh.position.x+f_leg_thigh.size.height, f_leg_thigh.position.y), duration: speed) 
     let knee_reset = SKAction.moveTo(CGPointMake(f_leg_thigh.position.x, f_leg_thigh.position.y-f_leg_thigh.size.height), duration: speed) 
     let knee_pull_rotate = SKAction.rotateToAngle(CGFloat(M_PI)/2, duration: speed, shortestUnitArc: true) 
     let knee_pull_rotate_half = SKAction.rotateToAngle(CGFloat(M_PI)*2, duration: speed, shortestUnitArc: true) 
     let knee_pull_half = SKAction.moveTo(CGPointMake(f_leg_thigh.position.x-f_leg_thigh.size.height, f_leg_thigh.position.y/2), duration: speed) 
     let knee_pull = SKAction.moveTo(CGPointMake(f_leg_thigh.position.x-f_leg_thigh.size.height, f_leg_thigh.position.y), duration: speed) 




     //Grouping of the knee moving and rotating at the same time 
     let knee_pull_group_half = SKAction.group([knee_pull_half, knee_pull_rotate_half]) 
     let knee_pull_group = SKAction.group([knee_pull, knee_pull_rotate]) 

     let f_knee_stride_seq = SKAction.sequence([knee_stride,knee_reset,knee_pull,knee_reset]) 
     let f_knee_pull_seq = SKAction.sequence([knee_pull_group_half, knee_reset, knee_stride, knee_reset]) 


     f_leg_calf.runAction(SKAction.repeatActionForever(f_knee_stride_seq)) 
     b_leg_calf.runAction(SKAction.repeatActionForever(f_knee_pull_seq))   
    } 

我知道這可能很難閱讀,我已經記錄了它爲自己很好。 f_前綴用於「前」支線,而b用於「後」_leg。但將其視爲右腿和左腿。

反正!提前致謝!我感謝任何幫助或提示!評論任何進一步的解釋! :)

+0

你可以發佈一個動畫實現的gif? – ZeMoon 2015-03-31 05:35:47

回答

1

更有效的方法是使用SKPhysicsJoint將大腿節點連接到小腿節點。

+0

單獨的大腿節點的運動也會移動小腿節點嗎? – luckybroman5 2015-03-31 21:18:02

+0

@ luckybroman5 - 會的。運動的類型取決於你使用的關節類型。谷歌「SKPhysicsJoint教程」,你會得到一些好的點擊。不確定SWIFT版本。 – sangony 2015-03-31 21:25:19

+0

謝謝!有效!我真的很感謝你的幫助人! – luckybroman5 2015-04-01 22:55:43