1
for building in self.buildingArray {
if building.contains(location) {
upgradeArray.removeAll()
upgradeArray.append(building)
for tower in self.upgradeArray {
print(tower.position.x)
let buildingExample = SKSpriteNode()
buildingExample.texture = tower.texture
buildingExample.position.y = spikeTowerOption.position.y
buildingExample.position.x = 0
buildingExample.zPosition = 20
buildingExample.setScale(frame.size.height/3700)
self.addChild(buildingExample)
}
}
}
這裏的問題是關於紋理。我無法弄清楚如何正確拍攝塔架紋理,並讓buildingExample具有相同的紋理。目前,該建築示例並沒有明顯出現在屏幕上。SpriteKit SKTextures
我不明白你的問題。 'tower.texture'從哪裏來? –
塔是觸摸的建築物陣列中的精靈,所以tower.texture將是該精靈的紋理。 –
嘗試從任何SKSpriteNode inits中初始化SKSpriteNode:https://developer.apple.com/documentation/spritekit/skspritenode 例如:SKSpriteNode(texture:tower.texture) – Maetschl