回答編集履歴

3

Codeを見やすくしました

2017/03/04 08:56

投稿

papassan
papassan

スコア36

test CHANGED
@@ -18,11 +18,11 @@
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- let sHand = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 2, height: 180))
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+ let sHand = SKSpriteNode(color: UIColor.red, size: CGSize(width: 2, height: 180))
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-
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+
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- let mHand = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 5, height: 180))
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+ let mHand = SKSpriteNode(color: UIColor.black, size: CGSize(width: 5, height: 180))
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-
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+
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- let hHand = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 5, height: 140))
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+ let hHand = SKSpriteNode(color: UIColor.black, size: CGSize(width: 5, height: 140))
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@@ -98,7 +98,7 @@
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  // ShapeNodeの塗りつぶしの色を指定.
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101
- Circle.fillColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
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+ Circle.fillColor = UIColor.white
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  Circle.zPosition = CGFloat(-2.0)
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@@ -114,7 +114,7 @@
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- let memori=SKSpriteNode(color: #colorLiteral(red: 0.6000000238, green: 0.6000000238, blue: 0.6000000238, alpha: 1), size: CGSize(width: 1, height: 14))
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+ let memori=SKSpriteNode(color: UIColor.gray, size: CGSize(width: 1, height: 14))
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  // ShapeNodeの座標を指定.
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@@ -144,7 +144,7 @@
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- let memori = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 5, height: 14))
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+ let memori = SKSpriteNode(color: UIColor.black, size: CGSize(width: 5, height: 14))
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149
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  // ShapeNodeの座標を指定.
150
150
 

2

コードを見やすくしました

2017/03/04 08:56

投稿

papassan
papassan

スコア36

test CHANGED
@@ -46,7 +46,7 @@
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49
- func DegreeToRadian(Degree:Double)->CGFloat{
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+ func DegreeToRadian(Degree:Double) -> CGFloat {
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  return CGFloat(Degree) / CGFloat(180.0 * M_1_PI)
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52
 
@@ -72,10 +72,222 @@
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73
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  //取得するコンポーネントを決める.
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74
 
75
+ myComponetns = myCalendar.components([.hour, .minute, .second], from: myDate as Date) as NSDateComponents!
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+
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+ sec = Double(myComponetns.second * -6 )
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+
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+ min = Double(myComponetns.minute * -6)
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+
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+ hour = Double((myComponetns.hour-12) * -30)
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+
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+
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+
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+ //盤面
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+
87
+ // ShapeNodeを作成.
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+
89
+ let Circle = SKShapeNode(circleOfRadius: 190)
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+
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+
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+
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+ // ShapeNodeの座標を指定.
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+
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+ Circle.position = CGPoint(x: frame.midX, y: frame.midY)
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+
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+
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+
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+ // ShapeNodeの塗りつぶしの色を指定.
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+
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+ Circle.fillColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
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+
103
+ Circle.zPosition = CGFloat(-2.0)
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+
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+
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+
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+ // sceneにShapeNodeを追加.
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+
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+ self.addChild(Circle)
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+
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+ //var cArr: [SKShapeNode] = []
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+
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+ for i in 1...60 {
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+
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+
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+
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+ let memori=SKSpriteNode(color: #colorLiteral(red: 0.6000000238, green: 0.6000000238, blue: 0.6000000238, alpha: 1), size: CGSize(width: 1, height: 14))
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+
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+ // ShapeNodeの座標を指定.
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+
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+ memori.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
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+
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+
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+
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+ memori.zPosition = CGFloat(2.0)
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+
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+ memori.anchorPoint = CGPoint(x: 0.5, y: -12)
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+
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+
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+
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+ memori.zRotation = DegreeToRadian(Degree: Double(-6 * i))
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+
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+ //cArr.append(Circle2)
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+
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+ addChild(memori)
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+
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+
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+
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+ }
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+
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+
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+
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+ for i in 1...12 {
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+
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+
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+
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+ let memori = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 5, height: 14))
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+
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+ // ShapeNodeの座標を指定.
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+
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+ memori.position = CGPoint(x: frame.midX, y: frame.midY)
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+
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+
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+
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+
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+
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+ memori.zPosition = CGFloat(2.0)
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+
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+ memori.anchorPoint = CGPoint(x: 0.5, y: -12)
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+
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+
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+
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+ memori.zRotation = DegreeToRadian(Degree: Double(-30 * i))
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+
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+ //cArr.append(Circle2)
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+
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+ addChild(memori)
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+
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+
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+
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+ }
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+
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+
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+
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+ //四角形の描画
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+
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+ //秒
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+
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+ sHand.position = CGPoint(x: frame.midX, y: frame.midY)
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+
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+ sHand.anchorPoint = CGPoint(x: 0.5, y: 0)
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+
183
+ sHand.zRotation = DegreeToRadian(Degree: sec)
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+
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+ addChild(sHand)
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+
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+
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+
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+ //分
190
+
191
+ mHand.position = CGPoint(x: frame.midX, y: frame.midY)
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+
193
+ mHand.anchorPoint = CGPoint(x: 0.5, y: 0)
194
+
195
+ mHand.zRotation = DegreeToRadian(Degree: min+(6*(sec/360)))
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+
197
+ print(min + (6 * (sec / 360)))
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+
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+ addChild(mHand)
200
+
201
+
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+
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+ //時
204
+
205
+ hHand.position = CGPoint(x: frame.midX, y: frame.midY)
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+
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+ hHand.anchorPoint = CGPoint(x: 0.5, y: 0)
208
+
209
+ hHand.zRotation = DegreeToRadian(Degree: hour + (30 * (min / 360)))
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+
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+ print(hour)
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+
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+ addChild(hHand)
214
+
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+ }
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+
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+
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+
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+
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+
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+ func touchDown(atPoint pos : CGPoint) {
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+
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+
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+
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+ }
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+
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+
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+
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+ func touchMoved(toPoint pos : CGPoint) {
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+
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+
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+
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+ }
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+
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+
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+
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+ func touchUp(atPoint pos : CGPoint) {
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+
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+
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+
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+ }
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+
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+
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+
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+ override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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+
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+
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+
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+ }
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+
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+
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+
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+ override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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+
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+
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+
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+ }
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+
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+
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+
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+ override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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+
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+
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+
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+ }
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+
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+
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+
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+ override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
270
+
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+
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+
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+ }
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+
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+
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+
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+
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+
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+ override func update(_ currentTime: TimeInterval) {
280
+
281
+ // Called before each frame is rendered
282
+
283
+ myDate = NSDate()
284
+
75
285
  myComponetns = myCalendar.components(
76
286
 
77
287
  [.hour, .minute, .second], from: myDate as Date) as NSDateComponents!
78
288
 
289
+
290
+
79
291
  sec = Double(myComponetns.second * -6 )
80
292
 
81
293
  min = Double(myComponetns.minute * -6)
@@ -84,224 +296,12 @@
84
296
 
85
297
 
86
298
 
87
- //盤面
88
-
89
- // ShapeNodeを作成.
90
-
91
- let Circle = SKShapeNode(circleOfRadius: 190)
92
-
93
-
94
-
95
- // ShapeNodeの座標を指定.
96
-
97
- Circle.position = CGPoint(x: self.frame.midX, y:self.frame.midY)
98
-
99
-
100
-
101
- // ShapeNodeの塗りつぶしの色を指定.
102
-
103
- Circle.fillColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
104
-
105
- Circle.zPosition = CGFloat(-2.0)
106
-
107
- // sceneにShapeNodeを追加.
108
-
109
- self.addChild(Circle)
110
-
111
- var cArr: [SKShapeNode] = []
112
-
113
- for i in 1...60 {
114
-
115
-
116
-
117
- let memori=SKSpriteNode(color: #colorLiteral(red: 0.6000000238, green: 0.6000000238, blue: 0.6000000238, alpha: 1), size: CGSize(width: 1, height: 14))
118
-
119
- // ShapeNodeの座標を指定.
120
-
121
- memori.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
122
-
123
-
124
-
125
- memori.zPosition = CGFloat(2.0)
126
-
127
- memori.anchorPoint = CGPoint(x: 0.5, y: -12)
128
-
129
-
130
-
131
- memori.zRotation = DegreeToRadian(Degree: Double(-6 * i))
132
-
133
- cArr.append(Circle)
134
-
135
- self.addChild(memori)
136
-
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-
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-
139
- }
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-
141
-
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-
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- for i in 1...12 {
144
-
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-
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-
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- let memori = SKSpriteNode(color: #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1), size: CGSize(width: 5, height: 14))
148
-
149
- // ShapeNodeの座標を指定.
150
-
151
- memori.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
152
-
153
-
154
-
155
-
156
-
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- memori.zPosition = CGFloat(2.0)
158
-
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- memori.anchorPoint = CGPoint(x: 0.5, y: -12)
160
-
161
-
162
-
163
- memori.zRotation = DegreeToRadian(Degree: Double(-30 * i))
164
-
165
- cArr.append(Circle)
166
-
167
- self.addChild(memori)
168
-
169
-
170
-
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- }
172
-
173
-
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-
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- //四角形の描画
176
-
177
- //秒
178
-
179
- sHand.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
180
-
181
- sHand.anchorPoint = CGPoint(x: 0.5, y: 0)
182
-
183
299
  sHand.zRotation = DegreeToRadian(Degree: sec)
184
300
 
185
- self.addChild(sHand)
186
-
187
-
188
-
189
- //分
190
-
191
- mHand.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
192
-
193
- mHand.anchorPoint = CGPoint(x: 0.5, y: 0)
194
-
195
- mHand.zRotation = DegreeToRadian(Degree: min+(6*(sec/360)))
301
+ mHand.zRotation = DegreeToRadian(Degree: min + (6 * (sec / 360)))
196
-
197
- print(min + (6 * (sec / 360)))
198
-
199
- self.addChild(mHand)
200
-
201
-
202
-
203
- //時
204
-
205
- hHand.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
206
-
207
- hHand.anchorPoint = CGPoint(x: 0.5, y: 0)
208
302
 
209
303
  hHand.zRotation = DegreeToRadian(Degree: hour + (30 * (min / 360)))
210
304
 
211
- print(hour)
212
-
213
- self.addChild(hHand)
214
-
215
- }
216
-
217
-
218
-
219
-
220
-
221
- func touchDown(atPoint pos : CGPoint) {
222
-
223
-
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-
225
- }
226
-
227
-
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-
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- func touchMoved(toPoint pos : CGPoint) {
230
-
231
-
232
-
233
- }
234
-
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-
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-
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- func touchUp(atPoint pos : CGPoint) {
238
-
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-
240
-
241
- }
242
-
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-
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-
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- override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
246
-
247
-
248
-
249
- }
250
-
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-
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-
253
- override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
254
-
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-
256
-
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- }
258
-
259
-
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-
261
- override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
262
-
263
-
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-
265
- }
266
-
267
-
268
-
269
- override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
270
-
271
-
272
-
273
- }
274
-
275
-
276
-
277
-
278
-
279
- override func update(_ currentTime: TimeInterval) {
280
-
281
- // Called before each frame is rendered
282
-
283
- myDate = NSDate()
284
-
285
- myComponetns = myCalendar.components(
286
-
287
- [.hour, .minute, .second], from: myDate as Date) as NSDateComponents!
288
-
289
-
290
-
291
- sec = Double(myComponetns.second * -6 )
292
-
293
- min = Double(myComponetns.minute * -6)
294
-
295
- hour = Double((myComponetns.hour-12) * -30)
296
-
297
-
298
-
299
- sHand.zRotation = DegreeToRadian(Degree: sec)
300
-
301
- mHand.zRotation = DegreeToRadian(Degree: min + (6 * (sec / 360)))
302
-
303
- hHand.zRotation = DegreeToRadian(Degree: hour + (30 * (min / 360)))
304
-
305
305
  }
306
306
 
307
307
  }

1

誤字を修正しました

2017/03/04 08:35

投稿

papassan
papassan

スコア36

test CHANGED
@@ -1,6 +1,6 @@
1
1
  解決していたら無視してください
2
2
 
3
- Xcode Version 8.2.1、Simulator Version 10.0を使用している場合で解説いたします、Xcodeで File → New → projectでGameを選択してお好みのProduct NameでLanguageはswift、Game TechnologyはSpriteKitを選択して作成します、作成されたGameScene.swiftを書き換えてください、これで私の環境ではSimulatorで時計とHello Worldが表示します
3
+ Xcode Version 8.2.1、Simulator Version 10.0を使用している場合で解説いたします、Xcodeで File → New → projectでGameを選択してお好みのProduct NameでLanguageはswift、Game TechnologyはSpriteKitを選択して作成します、作成されたGameScene.swiftを書き換えてください、これで私の環境ではSimulatorで時計とHello Worldが表示します
4
4
 
5
5
  また、ご存知と思いますがGameScene.swiftのclass GameScene名をGameSecne1とかに変更したらGameScene.sksのCustom Class名も同様にGameSecne1に変更すれば時計は表示します、また、GameScene.sksのScene Colarを変更すれば背景色が変化します、参考になれば幸いです
6
6