世界上有三个节点,玩家和“玩家愿景”。世界和视觉SKShapeNodes和我的播放器都使用SKShapeNode的自定义子类。当我移动世界时,所有玩家都随之移动,但是当我移动玩家时,视觉节点保持固定在它的位置。这可能是什么原因?
这是我的玩家类:
class Character : SKShapeNode {
var vision : SKShapeNode
var spinning = false
init(size: CGSize) {
vision = SKShapeNode()
// Player Shape
super.init()
self.path = SKShapeNode(rectOfSize: size).path
self.fillColor = SKColor.blackColor()
self.strokeColor = SKColor.blackColor()
self.name = "Player"
// Player Physics Body
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size)
self.physicsBody.restitution = 0
self.physicsBody.allowsRotation = false
self.physicsBody.categoryBitMask = ColliderType.Player.toRaw()
self.physicsBody.collisionBitMask = ColliderType.Wall.toRaw()
self.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw() | ColliderType.Player.toRaw() | ColliderType.Enemy.toRaw()
// Vision Shape
vision = SKShapeNode(rectOfSize: CGSize(width: 200, height: 1))
vision.fillColor = SKColor.greenColor()
// Vision Physics body
vision.physicsBody = SKPhysicsBody(rectangleOfSize: vision.frame.size)
vision.physicsBody.affectedByGravity = false
vision.physicsBody.categoryBitMask = ColliderType.Vision.toRaw()
vision.physicsBody.collisionBitMask = 0
vision.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw()
self.addChild(vision)
}
}
答案 0 :(得分:2)
问题在于,您的视觉节点由物理引擎与其父节点分开影响,因为它有自己的物理实体。解决方案是在position
步骤中将视觉节点的CGPoint(0, 0)
属性设置为didSimulatePhysics
(或者您希望它在其父坐标系中的任何内容)的框架。这将导致将视觉节点重置为"关注"始终是父节点。