如何在SKCamera的视图中识别特定节点?

时间:2019-01-12 00:46:09

标签: swift sprite-kit skcameranode

我正在尝试回收相同的SKSpriteNode以使背景连续。我创建了SKSpriteNodebg0bg1bg2,并在展示场景时正确放置了它们。不知何故,下面的代码仅重新定位bg0一次。

camSKCameraNode,因此,我正在检查相机是否包含背景节点。由于它们的大小,在相机视口中始终不应该显示其中之一。但是,就像我说的那样,这只能使用一次,并且当相机显示回收的bg0无法识别它时。

谢谢。

PS:我也已经尝试过cam.intersects(bg0),得到了相同的结果。

func updateBgPos() {
    if (player?.position.y)! > self.frame.height {
        if !cam.contains(bg0!) {
            print("bg0 is not in the scene")
            newPosBgY = (bg2?.position.y)! + self.frame.height
            bg0?.physicsBody = nil
            bg0?.position = CGPoint(x: self.frame.width / 2, y: newPosBgY)
            bg0?.physicsBody = bg1?.physicsBody
        } else if !cam.contains(bg1!) {
            print("bg1 is not in the scene")
            newPosBgY = (bg0?.position.y)! + self.frame.height
            bg1?.physicsBody = nil
            bg1?.position = CGPoint(x: self.frame.width / 2, y: newPosBgY)
            bg1?.physicsBody = bg0?.physicsBody
        } else if !cam.contains(bg2!) {
            print("bg2 is not in the scene")
            newPosBgY = (bg1?.position.y)! + self.frame.height
            bg2?.physicsBody = nil
            bg2?.position = CGPoint(x: self.frame.width / 2, y: newPosBgY)
            bg2?.physicsBody = bg1?.physicsBody
        }
    }
}

1 个答案:

答案 0 :(得分:1)

嗯,终于我弄清楚了如何实现这一目标。我希望这对其他人有帮助。

我最初创建并放置两个SKSpriteNode作为背景bg0bg1,如下所示:

    bg0 = SKSpriteNode(imageNamed: "bg0")
    bg1 = SKSpriteNode(imageNamed: "bg1")

    bg0!.name = "bg0"
    bg1!.name = "bg1"

    bg0?.scale(to: CGSize(width: sceneWidth, height: sceneHeight))
    bg1?.scale(to: CGSize(width: sceneWidth, height: sceneHeight))

    bg0?.zPosition = zPosBg
    bg1?.zPosition = zPosBg

    backgroundArr.append(bg0!)
    backgroundArr.append(bg1!)

    bg0?.position = CGPoint(x: sceneWidth / 2, y: 0)
    bg1?.position = CGPoint(x: sceneWidth / 2, y: sceneHeight)

    self.addChild(bg0!)
    self.addChild(bg1!)

之后,在update方法上,我调用了以下函数:

func updateBgPos() {
    guard let playerPosY = player?.position.y else { return }
    guard let bg0PosY = bg0?.position.y else { return }
    guard let bg1PosY = bg1?.position.y else { return }

    if playerPosY - bg0PosY > sceneHeight / 2 + camFollowGap {
        print("bg0 is not in the scene")
        newPosBgY = bg1PosY + sceneHeight
        bg0?.position = CGPoint(x: sceneWidth / 2, y: newPosBgY)
    } else if playerPosY - bg1PosY > sceneHeight / 2 + camFollowGap {
        print("bg1 is not in the scene")
        newPosBgY = bg0PosY + sceneHeight
        bg1?.position = CGPoint(x: sceneWidth / 2, y: newPosBgY)
    }
}

PS:camFollowGapCGFloat的值,是我将相机放置在播放器上时减去的值。在处理连续背景时,我必须将该值添加到计算中,以避免定位延迟和背景之间出现临时间隙。