我正在尝试为要遵循的节点创建CGPath,但是当我尝试使用608_hd_best_practices_for_building_spritekit_games中的操作和常量幻灯片中定义的SKShapeNode时,我会在调用中收到错误额外参数'count'。有什么想法吗?
import SpriteKit
class GameScene: SKScene {
var groundNode: SKSpriteNode? = SKSpriteNode()
var path = [CGPoint]()
override func didMoveToView(view: SKView) {
groundNode = childNodeWithName("ground") as? SKSpriteNode
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
path = [CGPoint]()
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
var newPoint = touches.anyObject()?.locationInNode(groundNode)
path.append(newPoint!)
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
let sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite.xScale = 0.25
sprite.yScale = 0.25
sprite.position = path.first!
groundNode?.addChild(sprite)
// TODO: this currently isnt working
let count = path.count
// CGPathRef p = [SKShapeNode shapeWithSplinePoints:points]
let p: CGPathRef = SKShapeNode(splinePoints: path, count: count)
let speed:CGFloat = 1.0
let action = SKAction.followPath(p, speed: speed)
sprite.runAction(action)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
答案 0 :(得分:0)
init(splinePoints:count:)
获取UnsafeMutablePointer<CGPoint>
(即CGPoint
s的C数组)和无符号整数作为其参数。它还返回SKShapeNode
对象而不是CGPathRef
。请尝试以下方法......
let p = SKShapeNode(splinePoints: &path, count: UInt(count))
编辑:也进行以下更改
let speed:CGFloat = 1.0
let action = SKAction.followPath(p.path, speed: speed)
sprite.runAction(action)