您好我有一个自定义类Ship,它有一个属性'Parrent'是一个SKNode。当类被初始化时,一堆节点被添加到'Parrent'中,构成了类船的外观。 '船'有一种方法'爆炸',可以射击不同方向的所有节点。关于我的问题,这部分很有用。
当我碰到它时,我试图让船舶爆炸,但是我遇到了“船只”爆炸的麻烦。现在,当我触摸时,我使用nodeAtPoint,但这只是我的一个外观节点。从那里我需要一种方法将父母上升到'Parrent'节点,然后从那里一直到Ship对象作为一个整体。
AKA touch-> nodeAtPoint-> Appearance node-> .parrent->'Parrent' - >(卡在这里) - > Ship-> Ship.explode
我希望我想要完成的是有道理的,谢谢你的帮助。
船级:
class Ship: NSObject {
var Position: CGPoint!
var Scene: SKNode!
var Parrent = SKNode();
let Parts = [
SKSpriteNode(imageNamed: "Ship/Ship1.png"),
SKSpriteNode(imageNamed: "Ship/Ship2.png"),
SKSpriteNode(imageNamed: "Ship/Ship3.png"),
SKSpriteNode(imageNamed: "Ship/Ship4.png"),
SKSpriteNode(imageNamed: "Ship/Ship5.png"),
SKSpriteNode(imageNamed: "Ship/Ship6.png"),
];
init(position : CGPoint, parrent : SKNode, scaleFactor: CGFloat) {
self.Position = position;
self.Scene = parrent;
self.Parrent.position = self.Position
var x = 0;
for part in Parts {
x++;
part.xScale = scaleFactor
part.yScale = abs(scaleFactor)
part.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship/Ship\(x).png"), size: part.size)
part.physicsBody?.collisionBitMask = PhysicsCategory.Ship
part.physicsBody?.categoryBitMask = PhysicsCategory.Something
part.position = CGPoint(x: 0, y: 0)
self.Parrent.addChild(part)
}
self.Scene.addChild(self.Parrent)
}
//other functions including explode
}
触动始于SKScene
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let targetShip = nodeAtPoint(location)
let targetParrent = targetShip.parent
//decide if it is a 'Ship' here
}
}
谢谢!我非常感谢任何帮助!
答案 0 :(得分:0)
这是最终奏效的。我将船级更改为继承自SKNode,并且编辑后的触摸开始如下:
.on();