有没有人知道一些开箱即用的库,可以提供类似于相机抖动的效果给SKNode
?
如果没有,是否有一种简单的方法使用动作来实现相机抖动?
谢谢
有没有人知道一些开箱即用的库,可以提供类似于相机抖动的效果给SKNode
?
如果没有,是否有一种简单的方法使用动作来实现相机抖动?
谢谢
-(void)shake:(NSInteger)times {
CGPoint initialPoint = self.position;
NSInteger amplitudeX = 32;
NSInteger amplitudeY = 2;
NSMutableArray * randomActions = [NSMutableArray array];
for (int i=0; i<times; i++) {
NSInteger randX = self.position.x+arc4random() % amplitudeX - amplitudeX/2;
NSInteger randY = self.position.y+arc4random() % amplitudeY - amplitudeY/2;
SKAction *action = [SKAction moveTo:CGPointMake(randX, randY) duration:0.01];
[randomActions addObject:action];
}
SKAction *rep = [SKAction sequence:randomActions];
[self runAction:rep completion:^{
self.position = initialPoint;
}];
}
编辑:
差不多10年后,我遇到了这个请求,并找到了自己的答案。但是现在我们有了一种新的语言,让我们翻译它吧!
extension SKNode {
func shake(times: Int, amplitude: CGSize, duration: TimeInterval, completion: @escaping () -> Void) {
guard times > 0 else { return }
let initialPosition = self.position
var randomActions: [SKAction] = []
let stepDuration = duration / Double(times)
for _ in 0..<times {
let randX = self.position.x + CGFloat(arc4random_uniform(UInt32(amplitude.width))) - amplitude.width/2
let randY = self.position.y + CGFloat(arc4random_uniform(UInt32(amplitude.height))) - amplitude.height/2
randomActions.append(
SKAction.move(to: CGPoint(x: randX, y: randY), duration: stepDuration)
)
}
self.run(SKAction.sequence(randomActions)) {
self.position = initialPosition
completion()
}
}
}
被接受答案中的摇晃方法有一个注意事项-它只适用于没有其x、y坐标被其他正在运行的SKActions修改的节点。这是因为我们在摇晃完成后将节点位置重置为初始位置。
如果您希望使用其他在顺序/并行中修改摇晃节点位置(x或y坐标)的SKAction,您需要添加一种随机摇晃的反向动作。
以下是用于参考的Swift扩展:
extension SKAction {
class func shake(duration:CGFloat, amplitudeX:Int = 3, amplitudeY:Int = 3) -> SKAction {
let numberOfShakes = duration / 0.015 / 2.0
var actionsArray:[SKAction] = []
for index in 1...Int(numberOfShakes) {
let dx = CGFloat(arc4random_uniform(UInt32(amplitudeX))) - CGFloat(amplitudeX / 2)
let dy = CGFloat(arc4random_uniform(UInt32(amplitudeY))) - CGFloat(amplitudeY / 2)
let forward = SKAction.moveByX(dx, y:dy, duration: 0.015)
let reverse = forward.reversedAction()
actionsArray.append(forward)
actionsArray.append(reverse)
}
return SKAction.sequence(actionsArray)
}
}
请注意,这个修改不需要将节点作为参数传递进来。
let shake = SKAction.shake(node.position, duration: 0.3)
node.runAction(shake)
或者,您可以配置振幅以获得更强烈的震动。
let shake = SKAction.shake(node.position, duration: 0.3, amplitudeX: 12, amplitudeY: 3)
node.runAction(shake)
这是一个扩展...
extension SKAction {
class func shake(initialPosition:CGPoint, duration:Float, amplitudeX:Int = 12, amplitudeY:Int = 3) -> SKAction {
let startingX = initialPosition.x
let startingY = initialPosition.y
let numberOfShakes = duration / 0.015
var actionsArray:[SKAction] = []
for index in 1...Int(numberOfShakes) {
let newXPos = startingX + CGFloat(arc4random_uniform(UInt32(amplitudeX))) - CGFloat(amplitudeX / 2)
let newYPos = startingY + CGFloat(arc4random_uniform(UInt32(amplitudeY))) - CGFloat(amplitudeY / 2)
actionsArray.append(SKAction.moveTo(CGPointMake(newXPos, newYPos), duration: 0.015))
}
actionsArray.append(SKAction.moveTo(initialPosition, duration: 0.015))
return SKAction.sequence(actionsArray)
}
}
感谢Stephen Haney的实现,我只是将其移植为扩展。
func sceneShake(shakeCount: Int, intensity: CGVector, shakeDuration: Double) {
let sceneView = self.scene!.view! as UIView
let shakeAnimation = CABasicAnimation(keyPath: "position")
shakeAnimation.duration = shakeDuration / Double(shakeCount)
shakeAnimation.repeatCount = Float(shakeCount)
shakeAnimation.autoreverses = true
shakeAnimation.fromValue = NSValue(cgPoint: CGPoint(x: sceneView.center.x - intensity.dx, y: sceneView.center.y - intensity.dy))
shakeAnimation.toValue = NSValue(cgPoint: CGPoint(x: sceneView.center.x + intensity.dx, y: sceneView.center.y + intensity.dy))
sceneView.layer.add(shakeAnimation, forKey: "position")
}
sceneShake(shakeCount: 3, intensity: CGVector(dx: shakeIntensity, dy: shakeIntensity), shakeDuration: shakeDuration)
这是我使用的方法,希望能够帮助您。根据您的需要进行修改。
-(void)shakeScreenFor:(int)numberOfShakes withIntensity:(CGVector)intensity andDuration:(CGFloat)duration{
UIView *sceneView = self.scene.view;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position"];
[animation setDuration:(duration/numberOfShakes)];
[animation setRepeatCount:numberOfShakes];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint: CGPointMake([sceneView center].x - intensity.dx, [sceneView center].y - intensity.dy)]];
[animation setToValue:[NSValue valueWithCGPoint: CGPointMake([sceneView center].x + intensity.dx, [sceneView center].y + intensity.dy)]];
[[sceneView layer] addAnimation:animation forKey:@"position"];
}
[self shakeScreenFor:2 withIntensity:CGVectorMake(2, 2) andDuration:0.1];
将某物猛烈撞击到屏幕上。 - GilesDMiddleton@Benzi的Swift 4版本答案:
func shake(duration: Double, amplitudeX: CGFloat = 3, amplitudeY: CGFloat = 3) -> SKAction {
let numberOfShakes = duration / 0.015 / 2.0
var actionsArray:[SKAction] = []
for _ in 1...Int(numberOfShakes) {
let dx = CGFloat(arc4random_uniform(UInt32(amplitudeX))) - CGFloat(amplitudeX / 2)
let dy = CGFloat(arc4random_uniform(UInt32(amplitudeY))) - CGFloat(amplitudeY / 2)
let forward = SKAction.moveBy(x: dx, y:dy, duration: 0.015)
let reverse = forward.reversed()
actionsArray.append(forward)
actionsArray.append(reverse)
}
return SKAction.sequence(actionsArray)
}
-(void)screen_shake
{
if (shake)
{
current_number_of_shakes++;
float randx = (float)[self randomValueBetween:1 and:90]/50.0f;
if ([self randomValueBetween:0 and:1] == 0)
randx = -randx;
float randy = (float)[self randomValueBetween:1 and:90]/50.0f;
if ([self randomValueBetween:0 and:1] == 0)
randy = -randy;
camera.position = CGPointMake(camera.position.x + randx, camera.position.y + randy);
if (current_number_of_shakes >= total_amount_of_shakes)
{
current_number_of_shakes = 0;
move_back_from_shake = YES;
[camera runAction:[SKAction sequence:@[[SKAction moveTo:start_point_before_shake duration:.7], [SKAction performSelector:@selector(shake_done) onTarget:self]]]];
}
}
}
经过一些工作和参考人们在Cocoa2D中的做法,我想出了以下方法。在您的更新方法中,您需要调用此方法。有一些常量可以填写,但我希望这对所有需要它的人都有所帮助。另外,shake_done方法所做的所有工作就是将Bool shake更新为false。