我收到错误:“在尝试运行我的游戏时,尝试添加已有父级的SKNode”。
如果我将SKSpriteNode本地添加到函数中,它运行正常。但是当我尝试全局声明它时,我得到了那个错误。任何帮助解决此错误都会很棒。我认为它与self.bee.removeFromParent()
有关,但我无法让它发挥作用。
让bee = SKSpriteNode(imageNamed:“Bee”)
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addBee),
SKAction.waitForDuration(0.5)
])
))
func addBee(){
bee.name = "Bee"
let actualY = random(min: 0, max: size.height+bee.size.height ) // random
bee.position = CGPoint(x: size.width + bee.size.width/2, y: actualY)
self.addChild(bee)
let slopeToPlayer = (bee.position.y - player.position.y) / (bee.position.x - player.position.x)
let constant = bee.position.y - slopeToPlayer * bee.position.x
let finalX : CGFloat = bee.position.x < player.position.x ? 500.0 : -500.0 // Set it to somewhere outside screen size
let finalY = constant + slopeToPlayer * finalX
let distance = (bee.position.y - finalY) * (bee.position.y - finalY) + (bee.position.x - finalX) * (bee.position.x - finalX)
let beeSpeed = random(min: CGFloat(50), max: CGFloat(150))
let timeToCoverDistance = sqrt(distance) / beeSpeed
let moveAction = SKAction.moveTo(CGPointMake(finalX, finalY), duration: NSTimeInterval(timeToCoverDistance))
let removeAction = SKAction.runBlock { () -> Void in
self.bee.removeFromParent()
}
bee.runAction(SKAction.sequence([moveAction,removeAction]))
}
答案 0 :(得分:11)
您无法两次添加同一SKNode
的单个实例。这就像说一个人可以同时存在于两个地方。
当您在Bee node
函数范围之外全局创建addBee
时,您试图一次又一次地添加Bee
的同一个实例。
如果要添加多个节点,则应创建单独的节点实例。这就是在函数中本地创建它们的原因。
func addBee() {
let bee = SKSpriteNode(imageNamed: "Bee")
bee.name = "Bee"
addChild(bee)
}
获取碰撞节点的参考。
func didBeginContact(contact: SKPhysicsContact) {
var bodyA : SKPhysicsBody!
var bodyB : SKPhysicsBody!
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
bodyA = contact.bodyA!
bodyB = contact.bodyB!
}
else
{
bodyB = contact.bodyA!
bodyA = contact.bodyB!
}
// The two nodes that have collided
let node1 = bodyA.node
let node2 = bodyB.node
}