When I scroll through on this scene with my code, it is extremely glitchy looking. Everything kind of jumps around very quickly until you let go. Is there a better way of doing this?
var lastTouch: CGPoint!
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch : UITouch = touches.first!
lastTouch = touch.locationInNode(self)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch : UITouch = touches.first!
let touchLocation : CGPoint = touch .locationInNode(self)
self.camera!.position = CGPointMake(self.camera!.position.x + (lastTouch!.x - touchLocation.x), self.camera!.position.y + (lastTouch!.y - touchLocation.y))
lastTouch = touchLocation;
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch : UITouch = touches.first!
let touchLocation : CGPoint = touch .locationInNode(self)
self.camera!.position = CGPointMake(self.camera!.position.x + (lastTouch!.x - touchLocation.x), self.camera!.position.y + (lastTouch!.y - touchLocation.y))
print(touches.count)
lastTouch = touchLocation;
}Here is a video of the glitchiness: https://vid.me/glEZ Is this just a bug with SKCameraNode as it is so new? If anyone knows what I am doing wrong I'd love to hear. Thanks!