滑动手势后SpriteKit更改图像

时间:2014-06-05 13:23:00

标签: ios sprite-kit skaction

我正在尝试编写游戏代码。我有一个可以跳跃和滑动的物体。 我想要保持' run'虽然跳跃,但在滑动时,我想改变图像。我的问题:如果我只是将图像更改为' slide7',则图像不会炫耀。 什么都没发生。 幻灯片动画应该只显示约4秒,而不是再次进入运行动画。有什么建议吗?

我的代码:

-(void)Mensch{

SKTexture * MenschTexture1 = [SKTexture textureWithImageNamed:@"Mensch1"];
MenschTexture1.filteringMode = SKTextureFilteringNearest;
SKTexture * MenschTexture2 = [SKTexture textureWithImageNamed:@"Mensch2"];
MenschTexture2.filteringMode = SKTextureFilteringNearest;

SKAction * Run = [SKAction repeatActionForever:[SKAction animateWithTextures:@[MenschTexture1, MenschTexture2] timePerFrame:0.4]];

Mensch = [SKSpriteNode spriteNodeWithTexture:MenschTexture1];
Mensch.size = CGSizeMake(45, 45);
Mensch.position = CGPointMake(self.frame.size.width / 5, Boden.position.y + 73);
Mensch.zPosition = 2;

Mensch.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Mensch.size];
Mensch.physicsBody.dynamic = YES;
Mensch.physicsBody.allowsRotation = NO;
Mensch.physicsBody.usesPreciseCollisionDetection = YES;
Mensch.physicsBody.restitution = 0;
Mensch.physicsBody.velocity = CGVectorMake(0, 0);

[Mensch runAction:Run];
[self addChild:Mensch];

}


- (void)didMoveToView:(SKView *)view
{
UISwipeGestureRecognizer *recognizerDown = [[UISwipeGestureRecognizer alloc]initWithTarget:self action:@selector(handleSwipeDown:)];
recognizerDown.direction = UISwipeGestureRecognizerDirectionDown;
[[self view] addGestureRecognizer:recognizerDown];
}


-(void)handleSwipeDown:(UISwipeGestureRecognizer *)sender
{

[Mensch removeAllActions];

Mensch = [SKSpriteNode spriteNodeWithImageNamed:@"slide7.png"];

NSLog(@"Slide");

}

1 个答案:

答案 0 :(得分:0)

您正在替换 Mensch个对象。更具体地说,您正在替换对象的指针,但这并不能阻止它在场景中显示。

你可以:

  • 替换精灵内部的SKTexture,应立即显示。这意味着Mensch.texture = [SKTexture textureWithImageNamed:@"slide7.png"];
  • 替换精灵。这需要删除当前精灵([sprite removeFromParent])并添加新精灵([self addChild:newSprite])。

我认为你想要第一个,因为你不必重新创建Mensch对象。

我可以补充说你在这个对象中执行了很多Mensch特定的逻辑吗?将这个创建代码移动到SKSpriteNode子类Mensch会更好(从面向对象的角度来看)。

@interface Mensch : SKSpriteNode

- (void) displayRunAnimation;
- (void) displaySlideAnimation;

@end

@implementation : Mensch 

- (instancetype) init {
  self = [super init];
  if (self) {
    // your initialization code here, including physics body setup

    [self displayRunAnimation];
  }
  return self;
}

- (void) displayRunAnimation {
  SKTexture * MenschTexture1 = [SKTexture textureWithImageNamed:@"Mensch1"];
  MenschTexture1.filteringMode = SKTextureFilteringNearest;
  SKTexture * MenschTexture2 = [SKTexture textureWithImageNamed:@"Mensch2"];
  MenschTexture2.filteringMode = SKTextureFilteringNearest;

  SKAction * Run = [SKAction repeatActionForever:[SKAction animateWithTextures:@[MenschTexture1, MenschTexture2] timePerFrame:0.4]];
  // if you plan to call this often, you want to cache this SKAction, since creating it over and over is a waste of resources

  [self runAction:Run];
}

- (void) displaySlideAnimation {
  [self removeAllActions];
  self.texture  = [SKTexture textureWithImageNamed:@"slide7.png"];
  NSLog(@"Slide");

  // re-start the runAnimation after a time interval
  [self performSelector:@selector(displayRunAnimation) withObject:nil afterDelay:4.0];
}