下面是我的didMove(toView:)
以及我用来生成精灵节点的函数。忽略代码的彩色块部分,但是我试图让球产生并从原点上升,我没有收到代码中的错误,但是球没有出现在视图中。如果你能抽出时间来审查我的问题,我非常感谢你。如果您需要更清楚地解释我的问题,请提出问题。
另外请注意,球最初并不在场景中,我希望在调用该功能时将其添加到场景中。
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode ()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
redBall.name = "redBall"
greenBall.name = "greenBall"
spawnRedAndGreen()
}
func spawnRedAndGreen () {
redBall.position = CGPoint(x: 0, y: -1)
redBall.zPosition = 4
addChild(redBall)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
addChild(greenBall)
let upwardsMotion = SKAction.moveTo(y: 600, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
redBall.run(redSequence)
greenBall.run(greenSequence)
}
这是我用来生成随机数的函数......
func randomBetweenNumbers(firstNum: CGFloat, secondNum: CGFloat) -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum - secondNum) + min(firstNum, secondNum)
}
更新后的代码(注意仍然无效)。
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode ()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
greenBall.size = CGSize(width: 30, height: 30)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
redBall.size = CGSize(width: 30, height: 30)
redBall.position = CGPoint(x: 0, y: 0)
redBall.zPosition = 4
spawnRedAndGreen()
}
func spawnRedAndGreen () {
self.addChild(greenBall)
self.addChild(redBall)
let upwardsMotion = SKAction.moveTo(y: 1, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
redBall.run(redSequence)
greenBall.run(greenSequence)
}
我也意识到每次调用函数时节点数都会增加2,但它并没有显示在屏幕上
答案 0 :(得分:2)
您需要指定要使用的节点或纹理/图像的大小,否则它将无法显示。如果你指定颜色也会很棒。
redBall.size = CGSize(width: 0.1, height: 0.1)
redBall.color = .red
此外,您的操作会强制节点快速移动(y = 600
太多,您可以将其更改为1
),因此在上述更改后您只会看到闪烁。
答案 1 :(得分:0)
已解决(感谢每个人的输入我终于开始工作了
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
greenBall = SKSpriteNode(imageNamed: "greenBall")
greenBall.size = CGSize(width: 30, height: 30)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
redBall = SKSpriteNode(imageNamed: "redBall")
redBall.size = CGSize(width: 30, height: 30)
redBall.position = CGPoint(x: 0, y: 0)
redBall.zPosition = 4
spawnRedAndGreen()
}
func spawnRedAndGreen () {
let upwardsMotion = SKAction.moveTo(y: 1000, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
self.addChild(redBall)
redBall.run(redSequence)
greenBall.run(greenSequence)
}