I am trying to make a drifting game. In order for the car to drift, the car (when turning) needs to be at an angle. I have tried rotation, however this conflicts with the code I already have for turning the car. Here is my code, any help?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.previousLocation(in: self)
let position = touch.location(in: self)
let node = self.nodes(at: location).first
if position.x < 0 {
let rotate = SKAction.repeatForever(SKAction.rotate(byAngle: CGFloat(M_PI), duration: 0.8))
car.run(rotate, withKey: "rotating")
} else {
let rotate = SKAction.repeatForever(SKAction.rotate(byAngle: CGFloat(-M_PI), duration: 0.8))
car.run(rotate, withKey: "rotating")
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
car.position = CGPoint(x:car.position.x + cos(car.zRotation) * 3.0,y:car.position.y + sin(car.zRotation) * 3.0)
}
}
This code currently turns the car without adding any angle, or "drifting" effect.