如何在不同 class - swift 的循环中生成 SKnode
how to spawn a SKnode on a loop that is in a different class - swift
我正在创建一个射击游戏,我正在尝试创建一个射击方法,但我当前的方法在单击时一次只能产生一颗子弹。我将我的项目符号定义为 SKnode 子类,并在 gameScene.swift 中的 touches begin 方法中调用它。方法如下
class Bullet1: SKNode {
var Bullet1:SKSpriteNode = SKSpriteNode()
var Bullet1Animaton:SKAction?
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override init () {
super.init()
}
func createBullet1s (){
let wait:SKAction = SKAction.waitForDuration( CFTimeInterval(0.25))
let block:SKAction = SKAction.runBlock(createBullet1)
let seq2:SKAction = SKAction.sequence( [block, wait])
SKAction.repeatActionForever(seq2)
self.runAction(seq2, withKey:"droneAction")
}
func createBullet1() {
Bullet1 = SKSpriteNode(imageNamed: "bullet.png")
Bullet1.xScale = 0.5
Bullet1.yScale = 0.5
Bullet1.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet1.size)
Bullet1.physicsBody?.categoryBitMask = PhysicsCategory.bullet1
Bullet1.physicsBody?.contactTestBitMask = PhysicsCategory.enemy1
Bullet1.physicsBody?.affectedByGravity = false
Bullet1.physicsBody?.dynamic = true
self.addChild(Bullet1)
self.name = "Bullet1"
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func touchesBegan(touches: Set<UITouch>, withEvent
event:UIEvent?) {
override func touchesBegan(touches: Set<UITouch>, withEvent
event:UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if (CGRectContainsPoint(joystick.frame, location)) {
stickActive = true
fireWeapon = true
}else{
stickActive = false
}
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy:
location.y - self.joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)
print(deg + 180) // prints degree in debugging
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joy
stic
let bullet1:Bullet1 = Bullet1()
bullet1.createBullet1()
bullet1.position = CGPoint (x: self.hero.position.x , y:
self.hero.position.y) // Bullet spawn @ anchor point
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist,
self.hero.position.y + yDist) //spawning bullet @ defined location
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x
distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y
distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y +
yDistMove, duration: 1) //Bullet y speed
let bulletMovementX = SKAction.moveToX(self.hero.position.x -
xDistMove, duration: 1) //Bullet x speed
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovementX)
self.addChild(bullet1)
})
let wait = SKAction.waitForDuration(0.25)
let completeSequence = SKAction.sequence([bulletAction, wait])
let repeatShootingActionForever =
SKAction.repeatActionForever(completeSequence)
self.runAction(repeatShootingActionForever, withKey: "BulletAction")
}
override func touchesMoved(touches: Set<UITouch>, withEvent event:
UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self
if (stickActive == true) {
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)
let length: CGFloat = joystickBase.frame.size.height / 2
print(deg + 180) // prints degree in debugging
joystick.position = location
hero.zRotation = angle - 1.57079633 //rotates with angle of joy stick
if (CGRectContainsPoint(joystickBase.frame, location)) {
}
override func touchesMoved(touches: Set<UITouch>, withEvent event:
UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and
generates a degree when touchesmove == true
let length: CGFloat = joystickBase.frame.size.height / 2 //sets maximum
distance for joystick ball
print(deg + 180) // prints degree in debugging
joystick.position = location
self.hero.zRotation = angle - 1.57079633 //rotates with
angle of joy stick
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist,
self.hero.position.y + yDist) //spawning bullet @ defined location
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x
distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y
distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y +
yDistMove, duration: 1) //Bullet y speed
let bulletMovemenX = SKAction.moveToX(self.hero.position.x - xDistMove,
duration: 1) //Bullet x speed
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovemenX)
}}
如您所见,我需要在 touches begin 中调用我的 bullet 方法,因为 bullet 产卵位置与操纵杆协调。当前方法在单击时仅产生 1 颗子弹,而不是像我在 createBullet1s 方法中尝试的那样在按住操纵杆时每 0.25 秒创建一颗新子弹。如果有人可以帮助我,我将不胜感激!谢谢
如果必须为每个项目符号重新计算值,那么我猜这样的方法是可行的(在每个节点名称前添加 self.
):
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let shootingAction = SKAction.runBlock({
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and
generates a degree when touchesmove == true
print(deg + 180)
let bullet1:Bullet1 = Bullet1()
self.bullet1.createBullet1s()
self.bullet1.position = CGPoint (x: self.hero.position.x , y: self.hero.position.y)
let xDist:CGFloat = sin(angle - 1.5709633) * 35
let yDist:CGFloat = cos(angle - 1.5709633) * 35
self.bullet1.position = CGPointMake(self.hero.position.x - xDist,self.hero.position.y + yDist)
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700
let bulletMovementY = SKAction.moveToY(self.hero.position.y + yDistMove,
duration: 1)
let bulletMovemenX = SKAction.moveToX(self.hero.position.x - xDistMove,
duration: 1)
let wait:SKAction = SKAction.waitForDuration(CFTimeInterval(0.25))
self.addChild(self.bullet1)
let groupMovement = SKAction.group([bulletMovementY,bulletMovementX])
let removeNode = SKAction.removeFromParent()
let sequenceMovementWithWait = SKAction.sequence([wait,groupMovement,removeNode])
self.hero.runAction(sequenceMovementWithWait)
self.hero.zRotation = angle - 1.57079633
})
let repeatShootingActionForever = SKAction.repeatActionForever(shootingAction)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
如果每个项目符号的值都可以保持相同,也许这样就足够了:
let bulletAction = SKAction.runBlock({
self.addChild(self.bullet1)
let groupAction = SKAction([bulletMovementY,bulletMovementX])
let removeNode = SKAction.removeFromParent()
let finalSequenceWithWait = SKAction.sequence([wait,groupAction,removeNode])
self.bullet1.runAction(finalSequenceWithWait)
})
let repeatBulletActionForever = SKAction.repeatActionForever(bulletAction)
self.runAction(repeatBulletActionForever, withKey: "BulletAction")
对于这两种方式,我会在 TouchesEnded
中说:
self.removeActionForKey("BulletAction")
编辑:
好的 .. 您有一个 SKNode 子 class,您可以在其中将项目符号 (SpriteNode) 添加到 SKNode。顺便说一句 - 这很复杂,因为你给 SpriteNodes 和 SKNode 取了相同的名字。但是,项目符号 (SpriteNodes) 被添加到 SKNode 并且 SKNode 被添加到 GameScene 中。现在我们 "spawn" 和 "remove" 游戏场景中的这个 SKNode,但我们只将 SpriteNode 添加到 SKNode,我们不会在那里删除它们。
您是否希望在 GameScene 中同时显示多颗子弹?如果您一次只需要 1 个子弹可见(但重复),我会说这可能有助于像我们在 GameScene 中那样从您的 SKNode 中删除子弹(SpriteNode)。
想象一下:
- GameScene creates a SKNode. (your class Bullet1)
- SKNode creates Child SpriteNode
- GameScene removes the SKNode.
- GameScene creates another SKNode. (again your class Bullet1)
- SKNode wants to create Child SpriteNode
-> Error: SpriteNode already exists.
因此我们需要编辑您的 class。
//class Bullet1
func createBullet1() {
if Bullet1.parent == nil{
Bullet1 = SKSpriteNode(imageNamed: "bullet.png")
Bullet1.xScale = 0.5
Bullet1.yScale = 0.5
Bullet1.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet1.size)
Bullet1.physicsBody?.categoryBitMask = PhysicsCategory.bullet1
Bullet1.physicsBody?.contactTestBitMask = PhysicsCategory.enemy1
Bullet1.physicsBody?.affectedByGravity = false
Bullet1.physicsBody?.dynamic = true
self.addChild(Bullet1)
self.name = "Bullet1"
}
else{
Bullet1.removeFromParent()
}
}
哦,我们需要等待 0.25 秒才能添加新的 SKNode 以便动画完成。在您的 GameScene 中编辑此部分:
let repeatShootingActionForever = SKAction.repeatActionForever(shootingAction)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
对此:
let wait = SKAction.waitForDuration(0.25)
let runShootingAction = SKAction.runBlock(shootingAction)
let completeSequence = SKAction.sequence([wait,runShootingAction])
let repeatShootingActionForever = SKAction.repeatActionForever(completeSequence)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
我打赌有更好的解决方案,我也不是 Swift 方面的专家。你必须测试一下..抱歉。
另一个编辑:
你没有告诉项目符号应该有哪个 zRotation。
试试这个(你有 bulletAction = SKAction.runBlock
):
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true
print(deg + 180) // prints degree in debugging
let bullet1:Bullet1 = Bullet1()
bullet1.position = CGPoint (x: self.hero.position.x , y: self.hero.position.y) // Bullet spawn @ anchor point
bullet1.zRotation = angle - 1.57079633 //rotates with angle of joy stick
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist, self.hero.position.y + yDist) //spawning bullet @ defined location
bullet1.createBullet1()
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y+yDistMove, duration: 1) //Bullet y speed
let bulletMovemenX = SKAction.moveToX(self.hero.position.x -xDistMove, duration: 1) //Bullet x speed
let wait:SKAction = SKAction.waitForDuration( CFTimeInterval(0.25))
// let bulletFire = SKAction.sequence([wait,bulletMovemenX, bulletMovementY])
self.addChild(bullet1)
bullet1.runAction(wait)
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovemenX)
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joy stick
})
上次编辑:
我在您的更新方法中看不到 bullet1.zRotation,所以我猜您只希望英雄更改 zRotation。
但是,如果 zRotation 仅在 touchesBegan
中发生变化而不在 touchesMoved
中发生变化,我会说您应该将 angle
设置为可以在两种方法中更改的全局变量。也许这有帮助,因为英雄根据 angle
的值获得他的 zRotation(我认为)。
使 angle
成为全局变量并添加一个变量来告诉您触摸是否移动:
class GameScene: SKScene, SKPhysicsContactDelegate{
var angle = CGFloat() // It should be a CGFloat, right?
var touchesMovedOn = false
从touchesBegan
编辑这部分:
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)
print(deg + 180) // prints degree in debugging
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joystic
对此:
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y)
if touchesMovedOn == false{
angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
}
let deg = angle * CGFloat(180 / M_PI)
print(deg + 180) // prints degree in debugging
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joystic
从touchesMoved
编辑这部分:
let v = CGVector(dx: location.x - joystickBase.position.x, dy: location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true
let length: CGFloat = joystickBase.frame.size.height / 2 //sets Maximum distance for joystick ball
print(deg + 180) // prints degree in Debugging to this:
对此:
touchesMovedOn = true
let v = CGVector(dx: location.x - joystickBase.position.x, dy: location.y - joystickBase.position.y)
angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true
let length: CGFloat = joystickBase.frame.size.height / 2 //sets Maximum distance for joystick ball
print(deg + 180) // prints degree in Debugging to this:
在touchesEnded
中添加这一行
touchesMovedOn = false
如果这没有帮助,我真的需要这个项目,因为我必须自己测试问题所在。所以我希望它现在有效。好运 !正如我所说,我确信有更好的解决方案,所以将来你应该注意使代码更好。 ;-)
我正在创建一个射击游戏,我正在尝试创建一个射击方法,但我当前的方法在单击时一次只能产生一颗子弹。我将我的项目符号定义为 SKnode 子类,并在 gameScene.swift 中的 touches begin 方法中调用它。方法如下
class Bullet1: SKNode {
var Bullet1:SKSpriteNode = SKSpriteNode()
var Bullet1Animaton:SKAction?
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override init () {
super.init()
}
func createBullet1s (){
let wait:SKAction = SKAction.waitForDuration( CFTimeInterval(0.25))
let block:SKAction = SKAction.runBlock(createBullet1)
let seq2:SKAction = SKAction.sequence( [block, wait])
SKAction.repeatActionForever(seq2)
self.runAction(seq2, withKey:"droneAction")
}
func createBullet1() {
Bullet1 = SKSpriteNode(imageNamed: "bullet.png")
Bullet1.xScale = 0.5
Bullet1.yScale = 0.5
Bullet1.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet1.size)
Bullet1.physicsBody?.categoryBitMask = PhysicsCategory.bullet1
Bullet1.physicsBody?.contactTestBitMask = PhysicsCategory.enemy1
Bullet1.physicsBody?.affectedByGravity = false
Bullet1.physicsBody?.dynamic = true
self.addChild(Bullet1)
self.name = "Bullet1"
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func touchesBegan(touches: Set<UITouch>, withEvent
event:UIEvent?) {
override func touchesBegan(touches: Set<UITouch>, withEvent
event:UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if (CGRectContainsPoint(joystick.frame, location)) {
stickActive = true
fireWeapon = true
}else{
stickActive = false
}
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy:
location.y - self.joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)
print(deg + 180) // prints degree in debugging
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joy
stic
let bullet1:Bullet1 = Bullet1()
bullet1.createBullet1()
bullet1.position = CGPoint (x: self.hero.position.x , y:
self.hero.position.y) // Bullet spawn @ anchor point
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist,
self.hero.position.y + yDist) //spawning bullet @ defined location
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x
distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y
distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y +
yDistMove, duration: 1) //Bullet y speed
let bulletMovementX = SKAction.moveToX(self.hero.position.x -
xDistMove, duration: 1) //Bullet x speed
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovementX)
self.addChild(bullet1)
})
let wait = SKAction.waitForDuration(0.25)
let completeSequence = SKAction.sequence([bulletAction, wait])
let repeatShootingActionForever =
SKAction.repeatActionForever(completeSequence)
self.runAction(repeatShootingActionForever, withKey: "BulletAction")
}
override func touchesMoved(touches: Set<UITouch>, withEvent event:
UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self
if (stickActive == true) {
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)
let length: CGFloat = joystickBase.frame.size.height / 2
print(deg + 180) // prints degree in debugging
joystick.position = location
hero.zRotation = angle - 1.57079633 //rotates with angle of joy stick
if (CGRectContainsPoint(joystickBase.frame, location)) {
}
override func touchesMoved(touches: Set<UITouch>, withEvent event:
UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and
generates a degree when touchesmove == true
let length: CGFloat = joystickBase.frame.size.height / 2 //sets maximum
distance for joystick ball
print(deg + 180) // prints degree in debugging
joystick.position = location
self.hero.zRotation = angle - 1.57079633 //rotates with
angle of joy stick
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist,
self.hero.position.y + yDist) //spawning bullet @ defined location
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x
distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y
distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y +
yDistMove, duration: 1) //Bullet y speed
let bulletMovemenX = SKAction.moveToX(self.hero.position.x - xDistMove,
duration: 1) //Bullet x speed
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovemenX)
}}
如您所见,我需要在 touches begin 中调用我的 bullet 方法,因为 bullet 产卵位置与操纵杆协调。当前方法在单击时仅产生 1 颗子弹,而不是像我在 createBullet1s 方法中尝试的那样在按住操纵杆时每 0.25 秒创建一颗新子弹。如果有人可以帮助我,我将不胜感激!谢谢
如果必须为每个项目符号重新计算值,那么我猜这样的方法是可行的(在每个节点名称前添加 self.
):
if stickActive == true && fireWeapon == true{ if fireWeapon == false
{}
let shootingAction = SKAction.runBlock({
let v = CGVector(dx: location.x - joystickBase.position.x, dy:
location.y - joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and
generates a degree when touchesmove == true
print(deg + 180)
let bullet1:Bullet1 = Bullet1()
self.bullet1.createBullet1s()
self.bullet1.position = CGPoint (x: self.hero.position.x , y: self.hero.position.y)
let xDist:CGFloat = sin(angle - 1.5709633) * 35
let yDist:CGFloat = cos(angle - 1.5709633) * 35
self.bullet1.position = CGPointMake(self.hero.position.x - xDist,self.hero.position.y + yDist)
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700
let bulletMovementY = SKAction.moveToY(self.hero.position.y + yDistMove,
duration: 1)
let bulletMovemenX = SKAction.moveToX(self.hero.position.x - xDistMove,
duration: 1)
let wait:SKAction = SKAction.waitForDuration(CFTimeInterval(0.25))
self.addChild(self.bullet1)
let groupMovement = SKAction.group([bulletMovementY,bulletMovementX])
let removeNode = SKAction.removeFromParent()
let sequenceMovementWithWait = SKAction.sequence([wait,groupMovement,removeNode])
self.hero.runAction(sequenceMovementWithWait)
self.hero.zRotation = angle - 1.57079633
})
let repeatShootingActionForever = SKAction.repeatActionForever(shootingAction)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
如果每个项目符号的值都可以保持相同,也许这样就足够了:
let bulletAction = SKAction.runBlock({
self.addChild(self.bullet1)
let groupAction = SKAction([bulletMovementY,bulletMovementX])
let removeNode = SKAction.removeFromParent()
let finalSequenceWithWait = SKAction.sequence([wait,groupAction,removeNode])
self.bullet1.runAction(finalSequenceWithWait)
})
let repeatBulletActionForever = SKAction.repeatActionForever(bulletAction)
self.runAction(repeatBulletActionForever, withKey: "BulletAction")
对于这两种方式,我会在 TouchesEnded
中说:
self.removeActionForKey("BulletAction")
编辑:
好的 .. 您有一个 SKNode 子 class,您可以在其中将项目符号 (SpriteNode) 添加到 SKNode。顺便说一句 - 这很复杂,因为你给 SpriteNodes 和 SKNode 取了相同的名字。但是,项目符号 (SpriteNodes) 被添加到 SKNode 并且 SKNode 被添加到 GameScene 中。现在我们 "spawn" 和 "remove" 游戏场景中的这个 SKNode,但我们只将 SpriteNode 添加到 SKNode,我们不会在那里删除它们。
您是否希望在 GameScene 中同时显示多颗子弹?如果您一次只需要 1 个子弹可见(但重复),我会说这可能有助于像我们在 GameScene 中那样从您的 SKNode 中删除子弹(SpriteNode)。
想象一下:
- GameScene creates a SKNode. (your class Bullet1)
- SKNode creates Child SpriteNode
- GameScene removes the SKNode.
- GameScene creates another SKNode. (again your class Bullet1)
- SKNode wants to create Child SpriteNode
-> Error: SpriteNode already exists.
因此我们需要编辑您的 class。
//class Bullet1
func createBullet1() {
if Bullet1.parent == nil{
Bullet1 = SKSpriteNode(imageNamed: "bullet.png")
Bullet1.xScale = 0.5
Bullet1.yScale = 0.5
Bullet1.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet1.size)
Bullet1.physicsBody?.categoryBitMask = PhysicsCategory.bullet1
Bullet1.physicsBody?.contactTestBitMask = PhysicsCategory.enemy1
Bullet1.physicsBody?.affectedByGravity = false
Bullet1.physicsBody?.dynamic = true
self.addChild(Bullet1)
self.name = "Bullet1"
}
else{
Bullet1.removeFromParent()
}
}
哦,我们需要等待 0.25 秒才能添加新的 SKNode 以便动画完成。在您的 GameScene 中编辑此部分:
let repeatShootingActionForever = SKAction.repeatActionForever(shootingAction)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
对此:
let wait = SKAction.waitForDuration(0.25)
let runShootingAction = SKAction.runBlock(shootingAction)
let completeSequence = SKAction.sequence([wait,runShootingAction])
let repeatShootingActionForever = SKAction.repeatActionForever(completeSequence)
self.runAction(repeatShootingActionForever, withKey: "BulletAction"))
我打赌有更好的解决方案,我也不是 Swift 方面的专家。你必须测试一下..抱歉。
另一个编辑: 你没有告诉项目符号应该有哪个 zRotation。
试试这个(你有 bulletAction = SKAction.runBlock
):
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y)
let angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true
print(deg + 180) // prints degree in debugging
let bullet1:Bullet1 = Bullet1()
bullet1.position = CGPoint (x: self.hero.position.x , y: self.hero.position.y) // Bullet spawn @ anchor point
bullet1.zRotation = angle - 1.57079633 //rotates with angle of joy stick
let xDist:CGFloat = sin(angle - 1.5709633) * 35 //bullet spawn location
let yDist:CGFloat = cos(angle - 1.5709633) * 35 //bullet spawn location
bullet1.position = CGPointMake( self.hero.position.x - xDist, self.hero.position.y + yDist) //spawning bullet @ defined location
bullet1.createBullet1()
let xDistMove:CGFloat = sin(angle - 1.5709633) * 700 //Bullet max x distance
let yDistMove:CGFloat = cos(angle - 1.5709633) * 700 //Bullet max y distance
let bulletMovementY = SKAction.moveToY(self.hero.position.y+yDistMove, duration: 1) //Bullet y speed
let bulletMovemenX = SKAction.moveToX(self.hero.position.x -xDistMove, duration: 1) //Bullet x speed
let wait:SKAction = SKAction.waitForDuration( CFTimeInterval(0.25))
// let bulletFire = SKAction.sequence([wait,bulletMovemenX, bulletMovementY])
self.addChild(bullet1)
bullet1.runAction(wait)
bullet1.runAction(bulletMovementY)
bullet1.runAction(bulletMovemenX)
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joy stick
})
上次编辑: 我在您的更新方法中看不到 bullet1.zRotation,所以我猜您只希望英雄更改 zRotation。
但是,如果 zRotation 仅在 touchesBegan
中发生变化而不在 touchesMoved
中发生变化,我会说您应该将 angle
设置为可以在两种方法中更改的全局变量。也许这有帮助,因为英雄根据 angle
的值获得他的 zRotation(我认为)。
使
angle
成为全局变量并添加一个变量来告诉您触摸是否移动:class GameScene: SKScene, SKPhysicsContactDelegate{ var angle = CGFloat() // It should be a CGFloat, right? var touchesMovedOn = false
从
touchesBegan
编辑这部分:let bulletAction = SKAction.runBlock({ let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y) let angle = atan2(v.dy, v.dx) //where angle is defined "in radians" let deg = angle * CGFloat(180 / M_PI) print(deg + 180) // prints degree in debugging self.hero.zRotation = angle - 1.57079633 //rotates with angle of joystic
对此:
let bulletAction = SKAction.runBlock({
let v = CGVector(dx: location.x - self.joystickBase.position.x, dy: location.y - self.joystickBase.position.y)
if touchesMovedOn == false{
angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
}
let deg = angle * CGFloat(180 / M_PI)
print(deg + 180) // prints degree in debugging
self.hero.zRotation = angle - 1.57079633 //rotates with angle of joystic
从
touchesMoved
编辑这部分:let v = CGVector(dx: location.x - joystickBase.position.x, dy: location.y - joystickBase.position.y) let angle = atan2(v.dy, v.dx) //where angle is defined "in radians" let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true let length: CGFloat = joystickBase.frame.size.height / 2 //sets Maximum distance for joystick ball print(deg + 180) // prints degree in Debugging to this:
对此:
touchesMovedOn = true
let v = CGVector(dx: location.x - joystickBase.position.x, dy: location.y - joystickBase.position.y)
angle = atan2(v.dy, v.dx) //where angle is defined "in radians"
let deg = angle * CGFloat(180 / M_PI)//converts radains to degrees and generates a degree when touchesmove == true
let length: CGFloat = joystickBase.frame.size.height / 2 //sets Maximum distance for joystick ball
print(deg + 180) // prints degree in Debugging to this:
在
中添加这一行touchesEnded
touchesMovedOn = false
如果这没有帮助,我真的需要这个项目,因为我必须自己测试问题所在。所以我希望它现在有效。好运 !正如我所说,我确信有更好的解决方案,所以将来你应该注意使代码更好。 ;-)