如何在 SpriteKit 中重置物理体的对齐方式?
How to reset the alignment of physics bodies in SpriteKit?
我用 SpriteKit 做了一个游戏,不同的砖块从山上掉下来。当这些身体倒下时,它们通常会从山上弹起并改变它们的排列方式(它们会旋转几次)。如果我转换到 GameOver 场景并按重播(回到 GameScene),物理体仍然像我离开场景时一样对齐。但我希望它们像开始时一样水平对齐。
游戏场景:
import SpriteKit
import GameplayKit
let hillTexture = SKTexture(imageNamed: "HillIllustration")
let hillIllustration = SKSpriteNode(texture: hillTexture)
let brickTexture = SKTexture(imageNamed: "BrickIllustration")
let brick = SKSpriteNode(texture: brickTexture)
class GameScene: SKScene {
//Hill
hillIllustration.setScale(0.7)
hillIllustration.position = CGPoint(x: self.size.width / 2, y: self.size.height * 0.16)
hillIllustration.zPosition = 2
hillIllustration.physicsBody = SKPhysicsBody(polygonFrom: clipPath)
hillIllustration.physicsBody?.isDynamic = false
hillIllustration.physicsBody?.categoryBitMask = CollisionBitMask.Hill
hillIllustration.physicsBody?.affectedByGravity = false
self.addChild(hillIllustration)
//The brick is a child of the hill node
brick.setScale(1)
brick.position = CGPoint(x: -350, y: self.size.height * 0.5)
brick.zPosition = 1
brick.physicsBody = SKPhysicsBody(polygonFrom: clipPath2)
brick.physicsBody?.isDynamic = true
brick.physicsBody?.categoryBitMask = CollisionBitMask.Brick
brick.physicsBody?.affectedByGravity = true
hillIllustration.addChild(brick)
}
过渡到 GameOver:
let transition = SKTransition.crossFade(withDuration: 0)
let gameScene = GameOver(size: self.size)
self.view?.presentScene(gameScene, transition: transition)
转换回 GameScene:
let transition = SKTransition.crossFade(withDuration: 0)
let gameScene = GameScene(size: self.size)
self.view?.presentScene(gameScene, transition: transition)
不知何故,当我转换场景时,砖块如何对齐的信息被保存了。我该如何更改?
如果您希望在重新启动游戏后砖块节点返回开始旋转而不是调用:
brick.zRotation = 0
如果您希望节点在游戏过程中不旋转,您可以将此代码放入所有 spritekit 文件中已有的更新函数中:
override func update(_ currentTime: TimeInterval) {
brick.zRotation = 0
}
希望对您有所帮助
我用 SpriteKit 做了一个游戏,不同的砖块从山上掉下来。当这些身体倒下时,它们通常会从山上弹起并改变它们的排列方式(它们会旋转几次)。如果我转换到 GameOver 场景并按重播(回到 GameScene),物理体仍然像我离开场景时一样对齐。但我希望它们像开始时一样水平对齐。
游戏场景:
import SpriteKit
import GameplayKit
let hillTexture = SKTexture(imageNamed: "HillIllustration")
let hillIllustration = SKSpriteNode(texture: hillTexture)
let brickTexture = SKTexture(imageNamed: "BrickIllustration")
let brick = SKSpriteNode(texture: brickTexture)
class GameScene: SKScene {
//Hill
hillIllustration.setScale(0.7)
hillIllustration.position = CGPoint(x: self.size.width / 2, y: self.size.height * 0.16)
hillIllustration.zPosition = 2
hillIllustration.physicsBody = SKPhysicsBody(polygonFrom: clipPath)
hillIllustration.physicsBody?.isDynamic = false
hillIllustration.physicsBody?.categoryBitMask = CollisionBitMask.Hill
hillIllustration.physicsBody?.affectedByGravity = false
self.addChild(hillIllustration)
//The brick is a child of the hill node
brick.setScale(1)
brick.position = CGPoint(x: -350, y: self.size.height * 0.5)
brick.zPosition = 1
brick.physicsBody = SKPhysicsBody(polygonFrom: clipPath2)
brick.physicsBody?.isDynamic = true
brick.physicsBody?.categoryBitMask = CollisionBitMask.Brick
brick.physicsBody?.affectedByGravity = true
hillIllustration.addChild(brick)
}
过渡到 GameOver:
let transition = SKTransition.crossFade(withDuration: 0)
let gameScene = GameOver(size: self.size)
self.view?.presentScene(gameScene, transition: transition)
转换回 GameScene:
let transition = SKTransition.crossFade(withDuration: 0)
let gameScene = GameScene(size: self.size)
self.view?.presentScene(gameScene, transition: transition)
不知何故,当我转换场景时,砖块如何对齐的信息被保存了。我该如何更改?
如果您希望在重新启动游戏后砖块节点返回开始旋转而不是调用:
brick.zRotation = 0
如果您希望节点在游戏过程中不旋转,您可以将此代码放入所有 spritekit 文件中已有的更新函数中:
override func update(_ currentTime: TimeInterval) {
brick.zRotation = 0
}
希望对您有所帮助