我正在尝试将SKCameraNode放置在场景中多个对象的中心。我正在考虑将所有感兴趣的对象放入某种容器中,然后计算每次更新的质心()。我有两个类,Ball和Car,继承自PhysicalObject,继承自SKSpriteNode。我想做的是像
var cameraObjects: Array<Ball, Car>!
...
var ball1 = Ball()
var car1 = Car()
cameraObjects.append(ball1)
cameraObjects.append(car1)
...
// Loop through objects and calculate centroid
但是这会在第一个追加()时崩溃。
请注意,我不想为每个类创建一个伪协议,如here所述。有一种简单的方法可以做到这一点吗?
PhysicalObject.swift
import SpriteKit
class PhysicalObject: SKSpriteNode {
var objectMass: CGFloat!
override init(texture: SKTexture!, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
self.name = "physicalObject"
//Physics setup
physicsBody?.usesPreciseCollisionDetection = true
physicsBody?.affectedByGravity = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Ball.swift
import SpriteKit
class Ball: PhysicalObject {
let MAXBALLSPEED :CGFloat = 0.08
init(spawnPosition: CGPoint) {
/* Temporary initialization.. will have further customization for different classes */
let ballTexture = SKTexture(imageNamed: "ball")
let ballRadius = CGFloat(50)
let ballSize = CGSize(width: ballRadius, height: ballRadius)
super.init(texture: ballTexture, color: UIColor.clear, size: ballSize)
self.position = spawnPosition
self.name = "ball"
//Physics Setup
//self.physicsBody = SKPhysicsBody(edgeLoopFromRect: CGRect(origin: spawnPosition, size: carSize) )
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height/2)
self.objectMass = CGFloat(0.005)
physicsBody?.isDynamic = true // Default is true
physicsBody?.restitution = 1.0
self.physicsBody?.categoryBitMask = PhysicsCategory.Ball
self.physicsBody?.contactTestBitMask = PhysicsCategory.Boards | PhysicsCategory.Car
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Car.swift
import SpriteKit
class Car: PhysicalObject {
let MAXCARSPEED: CGFloat = 500
var steering: Bool
var diagonalLength: CGFloat
init(spawnPosition: CGPoint) {
/* Temporary initialization.. will have further customization for different classes of cars */
let carTexture = SKTexture(imageNamed: "BasicCar")
let carWidth = CGFloat(screenSize.width/20)
let carScale = CGFloat(183.0/140.0)
let carSize = CGSize(width: (carWidth*carScale), height: carWidth)
// Initialize movement variables
self.steering = false
self.diagonalLength = hypot(carSize.width, carSize.height)
//self.steerRight = false
//self.steerLeft = false
super.init(texture: carTexture, color: UIColor.clear, size: carSize)
self.speed = CGFloat(MAXCARSPEED)
self.position = spawnPosition
self.name = "car"
//Physics Setup
//self.physicsBody = SKPhysicsBody(edgeLoopFromRect: CGRect(origin: spawnPosition, size: carSize) )
let carPhysicsSize = CGSize(width: self.size.width, height: self.size.height)
self.physicsBody = SKPhysicsBody(rectangleOf: carPhysicsSize)
self.objectMass = CGFloat(2000)
self.physicsBody?.friction = 0.5
self.physicsBody?.angularDamping = 1.0
self.physicsBody?.linearDamping = 1.0
self.physicsBody?.restitution = 1.0
physicsBody?.isDynamic = true // Default is true
self.physicsBody?.categoryBitMask = PhysicsCategory.Car
self.physicsBody?.contactTestBitMask = PhysicsCategory.Car | PhysicsCategory.Ball
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
答案 0 :(得分:1)
您可以制作Array<PhysicalObject>
(a.k.a。[PhysicalObject]
),它可以存储Ball
个对象和Car
个对象。
答案 1 :(得分:1)
您可能会发现enumerateChildNodes
SKNode
方法是枚举具有特定名称的所有对象的更好方法。这样,您就不需要自己管理阵列了。
答案 2 :(得分:1)
您需要做的就是将您想要与摄像机相关的所有对象放入新的父SKNode中,并使用calculateAccumulatedFrame
获取所有节点周围的帧,然后只使用父节点的中心帧。