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Swift: Shoot Sprite at the specific direction
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| func + (left: CGPoint, right: CGPoint) -> CGPoint { | |
| return CGPoint(x: left.x + right.x, y: left.y + right.y) | |
| } | |
| func - (left: CGPoint, right: CGPoint) -> CGPoint { | |
| return CGPoint(x: left.x - right.x, y: left.y - right.y) | |
| } | |
| func * (point: CGPoint, scalar: CGFloat) -> CGPoint { | |
| return CGPoint(x: point.x * scalar, y: point.y * scalar) | |
| } | |
| func / (point: CGPoint, scalar: CGFloat) -> CGPoint { | |
| return CGPoint(x: point.x / scalar, y: point.y / scalar) | |
| } | |
| #if !(arch(x86_64) || arch(arm64)) | |
| func sqrt(a: CGFloat) -> CGFloat { | |
| return CGFloat(sqrtf(Float(a))) | |
| } | |
| #endif | |
| extension CGPoint { | |
| func length() -> CGFloat { | |
| return sqrt(x*x + y*y) | |
| } | |
| func normalized() -> CGPoint { | |
| return self / length() | |
| } | |
| } | |
| override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) { | |
| let touch = touches.first as! UITouch | |
| let touchLocation = touch.locationInNode(self) | |
| let projectile = SKSpriteNode(imageNamed: "projectile") | |
| // add projectile to shooter location | |
| projectile.position = shooter.position // set projectile to the shooter postion | |
| self.addChild(projectile) | |
| let offset = touchLocation - projectile.position | |
| if offset.x < 0 { return } | |
| // calculate the direction to shoot | |
| let direction = offset.normalized() | |
| // add enough so that projectile pass the screen | |
| let shootAmount = direction * 1000 | |
| // set the projectile direction from shooter | |
| let realDistance = shootAmount + projectile.position | |
| let actionMove = SKAction.moveTo(realDistance, duration: 1) | |
| let actionDone = SKAction.removeFromParent() | |
| projectile.runAction(SKAction.sequence([actionMove,actionDone])) | |
| } |
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