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Swift 2 SpriteKit如何控制具有相同名稱的多個精靈套件節點?
因此,我使用下面的代碼隨機產生敵人,然後將其移向玩家。但由於某種原因,只有第一個敵人向着這個玩家移動,其他的什麼都不做。我是新手,所以所有的細節都會有所幫助。
在didmovetoview:
let wait = SKAction.waitForDuration(3, withRange: 2)
let spawn = SKAction.runBlock {
let Enemy = SKSpriteNode(imageNamed: "Enemy.png")
Enemy.size.height = (70) //138
Enemy.size.width = (49) //99
Enemy.position = CGPointMake(CGRectGetWidth(self.frame) - 100 , CGRectGetHeight(self.frame) - 100)
Enemy.physicsBody = SKPhysicsBody (rectangleOfSize: Enemy.size)
Enemy.physicsBody!.dynamic = true
Enemy.physicsBody!.allowsRotation = false
Enemy.physicsBody!.friction = 0
Enemy.physicsBody!.restitution = 0
Enemy.physicsBody!.linearDamping = 1
Enemy.physicsBody!.angularDamping = 1
Enemy.name = "Enemy"
Enemy.zPosition = 3
self.addChild(Enemy)
self.EnemyExists=true
}
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(sequence))
在更新FUNC:
let Enemy = childNodeWithName("Enemy") as! SKSpriteNode
let Player = childNodeWithName("Player") as! SKSpriteNode
if EnemySpeed == OriginalEnemySpeed {
let impulseVector = CGVector(dx: (Player.position.x - Enemy.position.x)/200, dy: (Player.position.y - Enemy.position.y)/200)
Enemy.physicsBody?.applyImpulse(impulseVector)
}
if Enemy.position.x + Enemy.size.width/4 > size.width {
Enemy.position.x = Enemy.size.width/4
}
else if Enemy.position.x + Enemy.size.width/4 < 0 {
Enemy.position.x = size.width - Enemy.size.width/4
}
if Enemy.position.y + Enemy.size.height/4 > size.height {
Enemy.position.y = Enemy.size.height/4
}
else if Enemy.position.y + Enemy.size.height/4 < 0 {
Enemy.position.y = size.height - Enemy.size.height/4
}
EnemySpeed-=1
if EnemySpeed < 1 {
EnemySpeed = OriginalEnemySpeed
}
你能詳細說說怎樣修改我的enemySpeed成爲CGVector嗎?我只希望敵人追逐玩家,最好是以一種恆定的速度,而不是現在的情況,當玩家進一步變得更快時,他們會變得更快。 –