我的SKSpriteNode
功能正常。但是,当我添加UIImage
时,SKSpriteNode
会隐藏在UIImage
后面。我一直在试图找出原因,但是我遇到了一些麻烦,似乎无法弄清楚我缺少什么以允许SKSSpriteNode
出现在UI背景图像的顶部,而不是落后于它无法看到的地方。任何帮助将不胜感激!
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
import SpriteKit
import SceneKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var blueBall:SKSpriteNode!
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0.0, -5.0)
self.physicsWorld.contactDelegate = self
blueBall = SKSpriteNode( imageNamed: "ball")
blueBall.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
blueBall.physicsBody = SKPhysicsBody(circleOfRadius: blueBall.size.width / 1.5 )
blueBall.physicsBody!.dynamic = true
blueBall.physicsBody!.allowsRotation = false
self.addChild(blueBall)
}
override func touchesBegan(touches: Set<UITouch> , withEvent event: UIEvent?) {
self.blueBall.physicsBody?.velocity = CGVectorMake(35, 0)
self.blueBall.physicsBody?.applyImpulse(CGVectorMake(4, 10))
}
}
答案 0 :(得分:2)
对于绘制顺序,请使用zPosition
属性:
在您的情况下,您需要将要显示的精灵设置为比后面显示的值更高的
.zPosition
值。
示例:ball.zPosition = 10
zPosition
定义:
节点相对于其父节点的高度。
<强> TIPPS:强> 默认值为0.0。正z轴向观察者投射,使得具有较大z值的节点更靠近观察者。