我是编码的新手(就像我昨天开始做的那样)。我试图使相同的SpriteNode出现多次遵循相同的方法。例如,游戏开始时有一个节点对触摸作出反应,当你达到5点后,另一个出现,15点之后等等......我已经能够在5点产生一个spriteCopy;但是我无法让它像原始节点一样响应触摸。我确信这是一件非常简单的事情我只是没有经验。感谢。
到目前为止,这是我的代码:
class GameScene: SKScene {
var sprite: SKSpriteNode!
var touchPoint: CGPoint = CGPoint()
var touching: Bool = false
var score: Int = 0
let scoreTextNode = SKLabelNode(fontNamed: "Helvetica Neue UltraLight")
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed: "PongBall")
sprite.position = CGPoint(x: 500,y: 500)
sprite.size = CGSize(width: 75, height: 75)
sprite.physicsBody = SKPhysicsBody(circleOfRadius: 37.5)
self.addChild(sprite)
scoreTextNode.text = "\(score)"
scoreTextNode.fontSize = 70
scoreTextNode.fontColor = SKColor.blackColor()
scoreTextNode.position = CGPoint (x: 680.734, y: 700.941)
self.addChild(scoreTextNode)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first as UITouch!
let location = touch.locationInNode(self)
if sprite.frame.contains(location) {
touchPoint = location
touching = true
}
if touchPoint == location {
self.score += 1
self.scoreTextNode.text = "\(score)"
}
let spriteCopy = sprite.copy() as! SKSpriteNode
if score == 5 {
self.addChild(spriteCopy)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first as UITouch!
let location = touch.locationInNode(self)
touchPoint = location
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
touching = false
}
override func update(currentTime: CFTimeInterval) {
if touching {
let dt:CGFloat = 1.0/30.0
let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
sprite.physicsBody!.velocity=velocity
}
}
}
答案 0 :(得分:0)
您的问题是您的屏幕上出现了多个精灵,但您没有对它们执行任何操作。为了让事情变得简单,请采用这种方法。
class GameScene: SKScene {
var sprite: SKSpriteNode!
var touchPoint: CGPoint = CGPoint()
var touching: Bool = false
var score: Int = 0
let scoreTextNode = SKLabelNode(fontNamed: "Helvetica Neue UltraLight")
var spriteList = [SKSpriteNode]() //Add this line
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed: "PongBall")
sprite.position = CGPoint(x: 500,y: 500)
sprite.size = CGSize(width: 75, height: 75)
sprite.physicsBody = SKPhysicsBody(circleOfRadius: 37.5)
self.addChild(sprite)
spriteList.append(sprite) //Add This line
scoreTextNode.text = "\(score)"
scoreTextNode.fontSize = 70
scoreTextNode.fontColor = SKColor.blackColor()
scoreTextNode.position = CGPoint (x: 680.734, y: 700.941)
self.addChild(scoreTextNode)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first as UITouch!
let location = touch.locationInNode(self)
for sprite in spriteList{ //Add This line
if sprite.frame.contains(location) {
touchPoint = location
touching = true
}
if touchPoint == location {
self.score += 1
self.scoreTextNode.text = "\(score)"
}
let spriteCopy = sprite.copy() as! SKSpriteNode
if score == 5 {
self.addChild(spriteCopy)
spriteList.append(spriteCopy) //Add this line
}
} //Add this line
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first as UITouch!
let location = touch.locationInNode(self)
touchPoint = location
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
touching = false
}
override func update(currentTime: CFTimeInterval) {
if touching {
for sprite in spriteList{ //Add this line
let dt:CGFloat = 1.0/30.0
let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
sprite.physicsBody!.velocity=velocity
} //Add this line
}
}
}
基本概念是将其保存在数组中。对于初学者来说这应该是一个很好的起点。在学习如何覆盖类之后,您可以了解触摸代码可以在精灵内部而不是在场景内部完成。这实际上是我的首选方法。