我正在製作自定義SKSpriteNode,當我逐步調用createShip時,類中的heroShip常量是正確的,但是當我跳回到gameScene時,heroShip常量沒有屬性我在調用createShip時分配,我不知道我做錯了什麼。我曾嘗試使用類函數,但不能使用高度和寬度屬性。從GameScene設置自定義SKSpriteNode的位置
定製SKSpriteNode類
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)
}
}
爲什麼使它成爲2步處理?只需重寫便利初始化來處理'SKPhysicsBody',那麼當我創建一個新英雄時不必擔心這個問題 – Knight0fDragon
@ Knight0fDragon我不確定OP的計劃是什麼,所以我沒有碰它。 – Gliderman
好的,對我來說足夠好的回答 – Knight0fDragon