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我想讓pacman從閃爍的原始位置重新啓動,即正在移動。如何使用已創建的SKSpriteNode與SpriteKit創建碰撞?
考慮到我已經宣佈它們,我該如何讓它們發生碰撞?
你移動pacman,但單獨閃爍的動作。我希望它像pacman遊戲一樣工作。
public class PacmanScene: SKScene {
let playerSpeed: CGFloat = 40.0
var pacman: SKSpriteNode?
var playerTextures: [SKTexture] = []
var lastTouch: CGPoint? = nil
var blinky: SKSpriteNode?
var clyde: SKSpriteNode?
var inky: SKSpriteNode?
var pinky: SKSpriteNode?
override public init(size: CGSize) {
let pacmanTexture = SKTexture(imageNamed: "pacman01.png")
pacman = SKSpriteNode(texture: pacmanTexture)
pacman?.name = "pacman"
pacman?.position = CGPoint(x:30, y:30)
pacman?.zPosition = 1.0
pacman?.physicsBody = SKPhysicsBody(texture: pacmanTexture, size: CGSize(width: (pacman?.size.width)!, height: (pacman?.size.height)!))
pacman?.physicsBody?.allowsRotation = true
pacman?.physicsBody?.affectedByGravity = false
pacman?.physicsBody?.mass = 2
let blinkyTexture = SKTexture(imageNamed: "blinky.png")
blinky = SKSpriteNode(texture: blinkyTexture)
blinky?.name = "blinky"
blinky?.position = CGPoint(x: 15, y: 60)
blinky?.zPosition = 1.0
blinky?.physicsBody = SKPhysicsBody(texture: pacmanTexture, size: CGSize(width: (blinky?.size.width)!, height: (blinky?.size.height)!))
blinky?.physicsBody?.allowsRotation = false
blinky?.physicsBody?.affectedByGravity = false
blinky?.physicsBody?.mass = 1000
super.init(size: size)
addChild(pacman!)
addChild(blinky!)
override public func didMove(to view: SKView) {
let bmoveUp = SKAction.moveBy(x: 0, y: 450, duration: 4.0)
let bmoveRight = SKAction.moveBy(x:20, y:0, duration: 1.0)
let bmoveDown = SKAction.moveBy(x:0, y: -450, duration: 4.0)
let bmoveLeft = SKAction.moveBy(x:-20, y:0, duration: 1.0)
let bsequence = SKAction.sequence([bmoveUp, bmoveRight, bmoveDown, bmoveLeft])
let bendlessAction = SKAction.repeatForever(bsequence)
blinky?.run(bendlessAction)
}