我正在制作一个自定义的SKSpriteNode,当我逐步调用createShip时,类中的heroShip常量是正确的,但是当我跳回到gameScene时,heroShip常量没有我在调用createShip时分配的属性,I我不确定我做错了什么。我尝试过使用类函数,但使用高度和宽度属性并不起作用。
自定义SKSpriteNode类
class hero: SKSpriteNode {
var width: CGFloat = 0.0
var height: CGFloat = 0.0
func createShip() -> SKSpriteNode {
let heroShip = SKSpriteNode(imageNamed: "heroShip")
heroShip.anchorPoint = CGPointMake(1.0, 0.5)
heroShip.physicsBody = SKPhysicsBody(rectangleOfSize: heroShip.size)
heroShip.physicsBody?.usesPreciseCollisionDetection = true
heroShip.zPosition = 1.0
heroShip.physicsBody?.mass = 0.02
heroShip.physicsBody?.dynamic = true
heroShip.physicsBody?.affectedByGravity = false
heroShip.physicsBody?.categoryBitMask = ObjectCategory.collisionHeroCategory.rawValue
heroShip.physicsBody?.contactTestBitMask = ObjectCategory.sceneCategory.rawValue
heroShip.physicsBody?.collisionBitMask = 0x0 | ObjectCategory.sceneCategory.rawValue
//heroShip.position = CGPointMake((scene?.frame.size.width)!/6.0, (scene?.frame.size.height)!/2.0)
heroShip.position = CGPointMake(width, height)
return heroShip
}
}
我的GameScene
class GameScene: SKScene,SKPhysicsContactDelegate{
let background = SKSpriteNode(imageNamed: "background")
var score:Int = 0
let scoreLabel = SKLabelNode(fontNamed: "Courier")
let MotionManager = CMMotionManager()
var heroShip = hero()
override func didMoveToView(view: SKView) {
heroShip.width = self.size.width/6.0
heroShip.height = self.size.height/2.0
heroShip.createShip()
let enemyShip = SKSpriteNode(imageNamed: "enemyShip")
/* Setup your scene here */
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: CGRectMake(0,heroShip.size.width/1.25,frame.width,frame.height - heroShip.size.width*1.6))
scene?.physicsBody?.contactTestBitMask = ObjectCategory.sceneCategory.rawValue
scene?.physicsBody?.categoryBitMask = ObjectCategory.sceneCategory.rawValue
background.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))
scoreLabel.fontColor = SKColor.whiteColor()
scoreLabel.text = String(format: "Score: %01u",score)
scoreLabel.position = CGPointMake(frame.size.width/2, frame.size.height - scoreLabel.frame.size.width/1.2)
scoreLabel.zPosition = 1.0
enemyShip.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
enemyShip.zPosition = 1.0
enemyShip.physicsBody = SKPhysicsBody(rectangleOfSize: heroShip.size)
enemyShip.physicsBody?.usesPreciseCollisionDetection = true
enemyShip.physicsBody?.mass = 0.02
enemyShip.physicsBody?.dynamic = true
enemyShip.physicsBody?.affectedByGravity = false
enemyShip.physicsBody?.categoryBitMask = ObjectCategory.collisionEnemyCategory.rawValue
enemyShip.physicsBody?.contactTestBitMask = ObjectCategory.collisionBulletCategory.rawValue
enemyShip.physicsBody?.collisionBitMask = 0x0
self.addChild(enemyShip)
self.addChild(background)
self.addChild(self.heroShip)
self.addChild(scoreLabel)
if MotionManager.accelerometerAvailable{
MotionManager.startAccelerometerUpdates()
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = CGPointMake(heroShip.position.x, heroShip.position.y)
bullet.zPosition = 1.0
// Add physics body for collision detection
bullet.physicsBody = SKPhysicsBody(rectangleOfSize: bullet.frame.size)
bullet.physicsBody?.dynamic = true
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.categoryBitMask = ObjectCategory.collisionBulletCategory.rawValue
bullet.physicsBody?.contactTestBitMask = ObjectCategory.collisionHeroCategory.rawValue
bullet.physicsBody?.collisionBitMask = 0x0;
let action = SKAction.moveToX(CGRectGetMaxX(self.frame) + bullet.size.width, duration: 0.75)
self.addChild(bullet)
bullet.runAction(action, completion: {
bullet.removeAllActions()
bullet.removeFromParent()
})
}
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyB.categoryBitMask == ObjectCategory.collisionBulletCategory.rawValue && contact.bodyA.categoryBitMask == ObjectCategory.collisionEnemyCategory.rawValue{
score++
}
}
override func update(currentTime: CFTimeInterval) {
let data = MotionManager.accelerometerData
if data?.acceleration.x == nil{
print("nil")
}
else if fabs((data?.acceleration.x)!) > 0.2 {
heroShip.physicsBody?.applyForce(CGVectorMake(0.0, CGFloat(40 * (data?.acceleration.x)!)))
}
scoreLabel.text = String(format: "Score: %01u",score)
}
}
答案 0 :(得分:2)
你跑
import fileinput
for line in fileinput.input():
print line
然后永远不会对返回的heroShip.createShip()
做任何事情。据我所知,英雄级是英雄舰。对于这个答案的其余部分,我将不再考虑这个假设。
从SKSpriteNode
的顶部开始,你应该做一些重构。
GameScene
将使用var heroShip = hero()
结构替换为init:
SKSpriteNode
转到var heroShip = hero(imageNamed: "heroShip")
班级,hero
应转为func createShip() -> SKSpriteNode {
。由于您现在已经使用图像纹理设置了节点,并且正在使用func createShip() {
类作为节点,因此无需返回hero
。
删除SKSpriteNode
,因为let heroShip = SKSpriteNode(imageNamed: "heroShip")
类 将成为我们的hero
。
将heroShip
变量的所有用法替换为heroShip.whatever
。最后,删除self.whatever
。
答案 1 :(得分:1)
您似乎无法理解您的代码发生了什么。
截至目前createShip()
正在创建一艘英雄舰,但你永远不会使用它。
通过查看您的代码,似乎甚至不需要 convenience init(imageNamed: String,sceneSize:CGSize) {
let heroTexture = SKTexture(imageNamed: imageNamed)
self.init(texture: heroTexture, color: UIColor.whiteColor(), size: heroTexture.size()) //This may need to be tweeked, my mac is dead right now to verify.
self.anchorPoint = CGPointMake(1.0, 0.5)
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
self.physicsBody?.usesPreciseCollisionDetection = true
self.zPosition = 1.0
self.physicsBody?.mass = 0.02
self.physicsBody?.dynamic = true
self.physicsBody?.affectedByGravity = false
heroShip.physicsBody?.categoryBitMask = ObjectCategory.collisionHeroCategory.rawValue
heroShip.physicsBody?.contactTestBitMask = ObjectCategory.sceneCategory.rawValue
heroShip.physicsBody?.collisionBitMask = 0x0 | ObjectCategory.sceneCategory.rawValue
//self.position = CGPointMake((scene?.frame.size.width)!/6.0, (scene?.frame.size.height)!/2.0)
self.position = CGPointMake(sceneSize.width, sceneSize.height)
}
。从它看,英雄是ISoShip,你的init中的代码也是如此。
SKPhysicsBody
您现在遇到了另一个问题,那就是您的SKPhysicsBody
无法与您的定位点对齐。
要解决此问题,请按以下方式创建let centerPoint = CGPointMake(self.size.width / 2 - (self.size.width * self.anchorPoint.x), self.size.height / 2 - (self.size.height * self.anchorPoint.y))
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.size, center: centerPoint)
:
/B/something