Reputation: 325
I'm trying to move a sprite with a curve. I got this code:
let path = UIBezierPath()
path.move(to: CGPoint.zero)
path.addQuadCurve(to: CGPoint(x: ball.position.x+200, y: ball.position.y+50), controlPoint: CGPoint(x: ball.position.x+100, y: ball.position.y+200))
ball.run(SKAction.follow(path.cgPath, speed: 1.0))
I have few questions: 1 - why my sprite is rotating while moving, and if I can control this rotation? 2 - any idea why the ball is moving only small part of the way and very slow and not a smooth moving (10-20 seconds)?
Does anyone have any idea how this code works? All the answers I found were related to older Swift version that had different method.
Upvotes: 0
Views: 872
Reputation: 325
At last I've found the solution :)
func beizerSprite()
{
// create a bezier path that defines our curve
let path = UIBezierPath()
path.move(to: CGPoint(x: 16,y: 239))
path.addCurve(to:CGPoint(x: 301, y: 239),
controlPoint1: CGPoint(x: 136, y: 373),
controlPoint2: CGPoint(x: 178, y: 110))
// use the beizer path in an action
_playButton.run(SKAction.follow(path.cgPath,
asOffset: false,
orientToPath: true,
speed: 50.0))
}
This move the SKSprite
in a curve along the screen.
Upvotes: 1