while word != ""{
if word[word.startIndex] == "R" {
let moveSpriteToRight = SKAction.move(to: CGPoint(x: sprite.position.x+128, y: sprite.position.y), duration: 1)
sprite.run(moveS
的方向在這裏,你有遊戲的PRINTSCREEN:正在旋轉的觸摸的方向 我有一個靜態SKSpriteNode(播放器)。這是我對這些代碼: class GameplayScene: SKScene, SKPhysicsContactDelegate {
static let Pi = CGFloat(Double.pi)
static let DegreesToRadians = Pi/180
我有我在場景中添加一個節點。同樣在現場,我給它一個反彈組件。該組件如下所示: class BounceComponent: GKComponent, ComponentSetupProt {
var bounce: SKAction?
var node: SKSpriteNode?
@GKInspectable var diff: CGFloat = 0.2
@GKInspectabl