【发布时间】:2015-03-31 12:57:27
【问题描述】:
我想用我的SKSpriteNodes / SKNode 进行无限循环,但循环无法正常工作。
为了让您了解我的游戏,有 2 个长目标,在屏幕底部彼此相邻生成,它们之间有一个间隙。 两个Objectives之间是contactNode,它决定了玩家是否穿过墙壁来得分。 目标无限生成。
游戏开始后,调用函数addObjectives。稍作延迟后,我想再次调用相同的函数,使用新节点,而旧生成的节点仍然存在并与新节点一起移动到顶部。
但是使用我的代码,在节点到达Update: 中给定的点后,它们停止并且场景再次调用函数,新节点移动到该点并再次停止。无限循环。
我不想在再次调用addObjectives 后停止节点,它们应该从屏幕底部生成并移动到顶部,然后被删除,而底部总会有新的目标.
我该怎么做?
...
var contactNode = SKNode()
...
func addObjectives(){
O1 = SKSpriteNode(imageNamed: "Objective.png")
O1.size = CGSize(width: self.frame.size.width / 1.3, height: self.frame.size.height / 17)
O1.position = positions[randomPosition()]
O1.zPosition = 3
...
self.addChild(O1)
O2 = SKSpriteNode(imageNamed: "Objective.png")
O2.size = CGSize(width: self.frame.size.width / 1.3, height: self.frame.size.height / 17)
O2.position = CGPoint(x: O1.position.x + CGFloat(Gap), y: O1.position.y)
O2.zPosition = 3
...
self.addChild(O2)
contactNode.physicsBody = SKPhysicsBody(rectangleOfSize:CGSize(width: CGFloat(Gap) / 2, height: O1.size.height))
contactNode.position = CGPoint(x: O1.position.x + (CGFloat(Gap) / 2), y: O1.position.y - 20)
contactNode.physicsBody?.dynamic = false
contactNode.physicsBody?.categoryBitMask = ScoreCategory
contactNode.physicsBody?.contactTestBitMask = PlayerCategory
contactNode.physicsBody?.collisionBitMask = 0
self.addChild(contactNode)
}
//Called in the Update Method
func ScrollingMauer(){
O1.position = CGPointMake(O1.position.x, O1.position.y + Speed)
O2.position = CGPointMake(O2.position.x, O2.position.y + Speed)
contactNode.position = CGPointMake(contactNode.position.x, contactNode.position.y + Speed)
if(O1.position.y > self.frame.size.height + O1.size.height)
{
O1.removeFromParent()
}
if(O2.position.y > self.frame.size.height + O2.size.height)
{
O2.removeFromParent()
}
if(contactNode.position.y > self.frame.size.height + Mauer2.size.height)
{
contactNode.removeFromParent()
}
// Here the Function is called again, but the previous spawned
Objectives stop and the new Objectives come from the bottom to the top.
if(O1.position.y > self.frame.size.height / 3)
{
self.addObjectives()
}
}
【问题讨论】:
标签: ios loops swift sprite-kit