SKSpriteNode 没有掉落在根场景中
SKSpriteNode are not falling in root scene
我添加了几个具有重复时间间隔的节点,但它们都没有自然下降。我也添加了
item!.physicsBody?.isDynamic = true
item!.physicsBody?.affectedByGravity = true
我正在打电话
self.scene?.addChild(itemController.spawnItem())
from Gameplayscene
func spawnItem()-> SKSpriteNode{
let item : SKSpriteNode?;
if Int(randomBetweenNumbers(firstnum: 0, secondnum: 10)) >= 6{
item = SKSpriteNode(imageNamed: "Bomb");
item!.name = "Bomb";
item!.setScale(0.6);
item!.physicsBody = SKPhysicsBody(circleOfRadius: item!.size.height / 2);
}
else{
let num = Int(randomBetweenNumbers(firstnum: 1, secondnum: 6));
item = SKSpriteNode(imageNamed: "Fruit\(num)");
item!.name = "Fruit";
item!.setScale(0.7);
item!.physicsBody = SKPhysicsBody(circleOfRadius: item!.size.height / 2);
}
item!.physicsBody?.categoryBitMask = ColliderType.FRUIT_AND_BOMB
item!.zPosition = 3;
item!.physicsBody?.isDynamic = true
item!.physicsBody?.affectedByGravity = true
item!.physicsBody?.isResting = false
item!.anchorPoint = CGPoint(x: 0.5, y: 0.5)
item!.position.x = randomBetweenNumbers(firstnum: minX, secondnum: maxX)
item!.position.y = 400
return item!;
}
我场景的重力 属性 y 参数设置为 0 。因此所有添加的节点都不会落到底层所以更改为 -0.8 它对我有用
我添加了几个具有重复时间间隔的节点,但它们都没有自然下降。我也添加了
item!.physicsBody?.isDynamic = true
item!.physicsBody?.affectedByGravity = true
我正在打电话
self.scene?.addChild(itemController.spawnItem())
from Gameplayscene
func spawnItem()-> SKSpriteNode{
let item : SKSpriteNode?;
if Int(randomBetweenNumbers(firstnum: 0, secondnum: 10)) >= 6{
item = SKSpriteNode(imageNamed: "Bomb");
item!.name = "Bomb";
item!.setScale(0.6);
item!.physicsBody = SKPhysicsBody(circleOfRadius: item!.size.height / 2);
}
else{
let num = Int(randomBetweenNumbers(firstnum: 1, secondnum: 6));
item = SKSpriteNode(imageNamed: "Fruit\(num)");
item!.name = "Fruit";
item!.setScale(0.7);
item!.physicsBody = SKPhysicsBody(circleOfRadius: item!.size.height / 2);
}
item!.physicsBody?.categoryBitMask = ColliderType.FRUIT_AND_BOMB
item!.zPosition = 3;
item!.physicsBody?.isDynamic = true
item!.physicsBody?.affectedByGravity = true
item!.physicsBody?.isResting = false
item!.anchorPoint = CGPoint(x: 0.5, y: 0.5)
item!.position.x = randomBetweenNumbers(firstnum: minX, secondnum: maxX)
item!.position.y = 400
return item!;
}
我场景的重力 属性 y 参数设置为 0 。因此所有添加的节点都不会落到底层所以更改为 -0.8 它对我有用