SKSpriteNode - 不同的精灵但功能相同

时间:2015-11-20 14:38:18

标签: ios sprite-kit skphysicsbody

基本上我有这个代码只适用于“bubble1”。如果我想要另一个气泡“bubble2”

,我是否需要创建许多相同类型的功能?
   func addBubbles() {


    let bubble1 = SKSpriteNode(imageNamed: "bubble_purple")

    //the new one I want to create
    let bubble2 = SKSpriteNode(imageNamed: "bubble_green")


    bubble1.name = "bubble1"
    bubble1.physicsBody = SKPhysicsBody(circleOfRadius: bubble1.size.width * 0.5, center: CGPointZero)

    bubble2.name = "bubble2"
    bubble2.physicsBody = SKPhysicsBody(circleOfRadius: bubble1.size.width * 0.5, center: CGPointZero)


    physicsWorld.contactDelegate = self
    physicsWorld.gravity = CGVectorMake(0, 0)



    //Physics implementation of the bubbles
    bubble1.physicsBody?.dynamic = true
    bubble1.physicsBody?.usesPreciseCollisionDetection = true
    bubble1.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
    bubble1.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
    bubble1.physicsBody?.collisionBitMask = 0
    bubble1.physicsBody?.allowsRotation = false

1 个答案:

答案 0 :(得分:1)

只需创建一个扩展SKSpriteNode

的气泡类
class Bubble : SKSpriteNode
{
    convenience init(imageNamed name:String)
    {
        let texture = SKTexture(imageNamed:named)
        self.init(texture:texture,color:UIColor.clearColor(),size: texture!.size())
        self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width * 0.5, center: CGPointZero)

        //Physics implementation of the bubbles
        self.physicsBody?.dynamic = true
        self.physicsBody?.usesPreciseCollisionDetection = true
        self.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
        self.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
        self.physicsBody?.collisionBitMask = 0
        self.physicsBody?.allowsRotation = false
    }
}

然后就这样打电话给你的泡泡:

var bubble1 = Bubble(imageNamed:"bubble_purple")
bubble1.name = "bubble1"
var bubble2 = Bubble(imageNamed:"bubble_green")
bubble2.name = "bubble2"

这样做会覆盖以前的便捷方法,并且不允许你轻松地将它扩展到更多的类,所以我建议创建一个新的方法来初始化你的精灵,以防你需要扩展它的功能这个init就像这样:

     init(named:String)
    {
        let texture = SKTexture(imageNamed:named)
        super.init(texture:texture,color:UIColor.clearColor(),size: texture!.size())
        self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width * 0.5, center: CGPointZero)

        //Physics implementation of the bubbles
        self.physicsBody?.dynamic = true
        self.physicsBody?.usesPreciseCollisionDetection = true
        self.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
        self.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
        self.physicsBody?.collisionBitMask = 0
        self.physicsBody?.allowsRotation = false
    }

并像这样打电话给你的泡泡:

var bubble1 = Bubble(named:"bubble_purple")
bubble1.name = "bubble1"
var bubble2 = Bubble(named:"bubble_green")
bubble2.name = "bubble2"