【发布时间】:2016-01-04 00:39:22
【问题描述】:
我的屏幕中间有一张汽车的图像。因此,当我按下屏幕时,我希望它从汽车图像变为平面图像,当我松开屏幕时,我希望它返回汽车图像。我现在拥有的代码一遍又一遍地生成图像,并且它们不会在两个图像之间切换。这是我的代码:
func addCar() {
let redCar = SKSpriteNode(imageNamed: "redC")
redCar.position = CGPointMake(self.size.width / 2, self.size.height / 7)
redCar.zPosition = 42
addChild(redCar)
redCar.physicsBody = SKPhysicsBody(circleOfRadius: 20)
redCar.physicsBody?.allowsRotation = false
redCar.physicsBody?.affectedByGravity = false
redCar.physicsBody?.contactTestBitMask = RedCategory | RedCarCategory
redCar.physicsBody?.categoryBitMask = RedCarCategory
redCar.physicsBody?.collisionBitMask = RedCarCategory
}
func addBluePlane() {
let bluePlane = SKSpriteNode(imageNamed: "blueC")
bluePlane.position = CGPointMake(self.size.width / 2, self.size.height / 7)
bluePlane.zPosition = 43
addChild(bluePlane)
bluePlane.physicsBody = SKPhysicsBody(circleOfRadius: 20)
bluePlane.physicsBody?.allowsRotation = false
bluePlane.physicsBody?.affectedByGravity = false
bluePlane.physicsBody?.contactTestBitMask = GreenCategory | BluePlaneCategory
bluePlane.physicsBody?.categoryBitMask = BluePlaneCategory
bluePlane.physicsBody?.collisionBitMask = BluePlaneCategory
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
if let touch = touches.first {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
addCar()
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?)
{
addBluePlane()
}
【问题讨论】:
-
您可以使用一个 SKSpriteNode 并在汽车/飞机之间切换其纹理。或者你可以交换两个精灵节点。
-
所以我会把 redCar.texture = SKTexture(imageNamed: "")?
-
是的,这是一个选项(虽然你想要
imageNamed: "blueC")。这取决于你。 -
我不需要把func放在touchesBegan和touchesEnded中?
-
我刚刚试了一下,当我按下屏幕或松开屏幕时没有任何反应。
标签: swift sprite-kit touchesbegan touchesended