I'm trying to pan a SKCameraNode around a SpriteKit scene using the UIPanGestureRecognizer. The pan gesture requires two fingers. Here's my current code controlling this:
func moveCamera(_ translation: CGPoint) {
let newTranslation = skScene.convertPoint(fromView: translation)
cameraNode.position += -newTranslation
}
And my IBAction detecting pan recognizer events:
@IBAction func panCamera(_ panRecogniser: UIPanGestureRecognizer) {
let translation = panRecogniser.translation(in: canvasView)
if panRecogniser.state == .changed {
canvasView.moveCamera(translation)
}
}
moveCamera
is called inside a subclass of an SKView, which covers the entire screen. There is only one SKScene.
The camera pans exactly the way I want it to, but the position snaps back to the top left of the screen every time I start a new pan gesture. What's causing this to happen?
I've already tried solutions from here, but they either don't support two finger pan, or don't pan at the same speed as my fingers, which is the behaviour I'm getting from the above code.
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