我試圖讓SKSpriteNode來自SKShapeNode。當下面的代碼運行時,投射出現,但它們將起源於屏幕上的不同點,而不是玩家位置。 這是我的播放器類中的拍攝功能。子彈不是來自正確的位置
func shoot() {
let newProjectile = Projectile()
newProjectile.position = self.position
self.addChild(newProjectile)
let action = SKAction.moveTo(CGPointMake(
600 * -cos(newProjectile.zRotation - 1.57079633) + newProjectile.position.x,
600 * -sin(newProjectile.zRotation - 1.57079633) + newProjectile.position.y
), duration: 2.0)
let actionMoveDone = SKAction.removeFromParent()
newProjectile.runAction(SKAction.sequence([action, actionMoveDone]))
}
這裏是我的彈丸類:
class Projectile : SKSpriteNode {
let Texture = SKTexture(imageNamed: "image.png")
static var counter : Int = 0
init(){
//super.init()
super.init(texture: Texture, color: UIColor.whiteColor(), size: CGSize(width: radius * 2, height: radius * 2))
self.name = "projectile-" + NSUUID().UUIDString
self.physicsBody = SKPhysicsBody(circleOfRadius: radius)
self.physicsBody?.categoryBitMask = GlobalConstants.Category.projectile
self.physicsBody?.collisionBitMask = GlobalConstants.Category.projectile
self.physicsBody?.contactTestBitMask = GlobalConstants.Category.projectile | GlobalConstants.Category.wall
self.zPosition = GlobalConstants.ZPosition.projectile
}
}
謝謝!其實你的答案都有幫助。我只需要做的是:self.addChild(newProjectile),我把self.addChild(self.newProjectile) –