我在Swift中以SKSpriteNode的形式创建了一个矩形图像,代码如下:
var screenImage1 = SKSpriteNode(); var screenImage2 = SKSpriteNode()
//defining actual images that appear
screenImage1 = SKSpriteNode(texture: SKTexture(imageNamed: "\(wordChoices[randomWordChoice].0)")); screenImage2 = SKSpriteNode(texture: SKTexture(imageNamed: "\(wordChoices[randomWordChoice].0)"))
screenImage1.position = CGPointMake(screen1.position.x, screen1.position.y); screenImage2.position = CGPointMake(screen2.position.x, screen2.position.y)
screenImage1.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height); screenImage2.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height)
self.addChild(screenImage1); self.addChild(screenImage2)
我继续使用以下代码移动图像:
//used as placeholders for the reseting the swipe mechanism
var currentScreen = SKShapeNode(); var currentImage = SKSpriteNode(); var currentTimeBar = SKShapeNode()
var newScreen = SKShapeNode(); var newImage = SKSpriteNode(); var newTimeBar = SKShapeNode()
currentScreen = screen1; currentImage = screenImage1; currentTimeBar = timeBar1
newScreen = screen2; newImage = screenImage2; newTimeBar = timeBar2
func swipedTrue(sender: UISwipeGestureRecognizer) {
if gameOver == false && tutorial == false {
//if you swipe, it checks if you were right, then moves on or GameOver()
if (wordChoices[randomWordChoice]).1 == true {
//reset time
timePerQuestion = 1.0
//randomize word
randomWordChoice = Int(arc4random() % 3)
newImage = SKSpriteNode(texture: SKTexture(imageNamed: "\(wordChoices[randomWordChoice].0)"))
//randomize color of screens, mid-swipe
newScreen.fillColor = UIColor(red: CGFloat(drand48()), green: CGFloat(drand48()), blue: CGFloat(drand48()), alpha: 1.0)
//replace timeBar
decreaseTimeBlock.fillColor = newScreen.fillColor
decreaseTimeBlock.position = CGPointMake(self.frame.size.width * 1.5, self.frame.size.height * 0.985)
timeBarRedValue = 0.0; timeBarGreenValue = 1.0
newTimeBar.fillColor = UIColor(red: CGFloat(timeBarRedValue), green: CGFloat(timeBarGreenValue), blue: 0.0, alpha: 1.0)
//actions caused by swipe: it's "bringNewScreen" because if you swipeFalse, the newScreen comes from bottom. If you swipeTrue, it comes from the top.
var swipeTrueCurrentScreen = SKAction.moveToX(self.frame.size.width * 2, duration: 0.5)
var bringNewScreen = SKAction.moveToY(self.frame.size.height * 0.5, duration: 0.5)
var bringNewTimeBar = SKAction.moveToY(self.frame.size.height * 0.985, duration: 0.5)
//reset the newScreen and word to the top of the screen, to be dropped again
newScreen.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
newImage.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
newTimeBar.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1.58)
//swipe word and screen
currentImage.runAction(swipeTrueCurrentScreen)
currentTimeBar.runAction(swipeTrueCurrentScreen)
currentScreen.runAction(swipeTrueCurrentScreen)
//make swiping noise
runAction(SKAction.playSoundFileNamed("Swoosh 3-SoundBible.com-1573211927.mp3", waitForCompletion: false))
//bring in the newScreen
newScreen.runAction(bringNewScreen)
newImage.runAction(bringNewScreen)
newTimeBar.runAction(bringNewTimeBar)
//increase score
++score
scoreLabel.text = "\(score)"
//here, switch the currentScreen with the newScreen so that the process can be repeated
if newScreen == screen1 {
newScreen = screen2
newImage = screenImage2
newTimeBar = timeBar2
currentScreen = screen1
currentImage = screenImage1
currentTimeBar = timeBar1
} else {
newScreen = screen1
newImage = screenImage1
newTimeBar = timeBar1
currentScreen = screen2
currentImage = screenImage2
currentTimeBar = timeBar2
}
} else {
GameOver()
}
}
}
然而,由于某种原因,图像不会移动,当我尝试在其他情况下移动它时,它会拒绝。我该如何解决这个问题?