我有一个SpriteKit游戏,我正在使用SKAction移动我的流星(流星是敌人)一直到屏幕末端的玩家(玩家位于屏幕的底部,他们只能在x轴上移动来躲避流星而不是y)必须躲避这些流星。我只是试图在屏幕上一次使用SKAction朝着玩家的方向移动一个流星。屏幕上一次只能出现在流星上,但我得到错误'尝试添加已经拥有父母的SKNode'。我的SKAction将流星添加到屏幕上,但在流星移动到目的地之后将其删除,然后到达屏幕底部。那么为什么我会收到此错误以及如何解决?
注意:SKAction使用meteor.removeFromParent()
从屏幕上移除流星这是我的代码:
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate{
let player = SKSpriteNode(imageNamed: "spaceship")
let stars = SKSpriteNode(imageNamed: "stars")
let meteor = SKSpriteNode(imageNamed: "meteor")
var scoreLabel = SKLabelNode(fontNamed: "AmericanTypewriter-Bold")
var score:Int = 0
var playerLost:Bool = false
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
print(frame.size.width)
print(frame.size.height)
stars.position = CGPoint(x:0, y:0)
stars.zPosition = 1
player.position = CGPoint(x:0, y:-320)
player.zPosition = 4
player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.isDynamic = false
player.physicsBody?.categoryBitMask = 2
player.physicsBody?.collisionBitMask = 2
player.physicsBody?.contactTestBitMask = 1
self.addChild(player)
self.addChild(stars)
self.addMeteor()
self.setLabel()
//spawnEnemySKAction()
}
func spawnEnemySKAction() {
let spawn = SKAction.run(addMeteor)
let waitToSpawn = SKAction.wait(forDuration: 1)
let spawnSequence = SKAction.sequence([spawn, waitToSpawn])
let spawnForever = SKAction.repeatForever(spawnSequence)
self.run(spawnForever)
}
func didBegin(_ contact: SKPhysicsContact) {
gameOver()
}
func addMeteor() {
meteor.physicsBody = SKPhysicsBody(texture: meteor.texture!, size: meteor.size)
meteor.physicsBody?.affectedByGravity = false
meteor.setScale(0.50)
meteor.position = CGPoint(x:Int(arc4random()%300),y:Int(arc4random()%600))
//meteor.position = CGPoint(x:0 , y:0)
meteor.zPosition = 4
let moveMeteor = SKAction.moveTo(y: player.position.y - 300, duration: 1.5)
let deleteMeteor = SKAction.removeFromParent()
let meteorSequence = SKAction.sequence([moveMeteor, deleteMeteor])
meteor.run(meteorSequence)
meteor.physicsBody?.categoryBitMask = 1
meteor.physicsBody?.collisionBitMask = 2
meteor.physicsBody?.contactTestBitMask = 2
self.addChild(meteor)
}
func fireBullet() {
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = player.position
bullet.setScale(0.5)
bullet.zPosition = 3
self.addChild(bullet)
let moveBullet = SKAction.moveTo(y: self.size.height + bullet.size.height, duration: 1)
let deleteBullet = SKAction.removeFromParent()
let bulletSequence = SKAction.sequence([moveBullet, deleteBullet])
bullet.run(bulletSequence)
}
func setLabel() {
scoreLabel.text = "Score: " + String(score)
scoreLabel.position = CGPoint(x: 290, y: 590)
scoreLabel.zPosition = 20
}
func gameOver() {
playerLost = true
var gameOverLabel: SKLabelNode!
gameOverLabel = SKLabelNode(fontNamed: "AmericanTypewriter-Bold")
gameOverLabel.text = "Game Over! You lost! Your score was: " + String(score)
gameOverLabel.zPosition = 10
gameOverLabel.position = CGPoint(x: 0, y:0)
self.addChild(gameOverLabel)
player.removeFromParent()
meteor.removeFromParent()
stars.removeFromParent()
scoreLabel.removeFromParent()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if playerLost == false {
fireBullet()
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let pointOfTouch = touch.location(in: self)
let previousPointOfTouch = touch.previousLocation(in: self)
let amountDragged = pointOfTouch.x - previousPointOfTouch.x
player.position.x += amountDragged
}
}
override func update(_ currentTime: TimeInterval) {
addMeteor()
if meteor.position.y < player.position.y - 300 && playerLost == false {
meteor.removeFromParent()
addMeteor()
if playerLost == false {
score += 1
}
scoreLabel.removeFromParent()
scoreLabel.text = "Score: " + String(score)
self.addChild(scoreLabel)
}
}
}
感谢您花时间看看这个问题!
答案 0 :(得分:-1)
我只需要在更新功能中删除self.addChild(meteor)