在使用 Swift 的 SpriteKit 中,如何设置子节点数量的特定限制?
In SpriteKit using Swift how can you set a specific limit for the amount of child nodes?
我有一个简单的场景,当用户触摸某个区域时,它会在场景中添加一个弹跳球。目标是将球从别针上弹开,以便 'score' 在特定区域。
我刚刚开始编写应用程序代码,但我还无法找到一种方法来限制用户可以生成的球数量。目前,他们可以生成任意数量的球并使场景过度饱和,从而导致 FPS 下降和非常简单的游戏!
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let ball = SKSpriteNode(imageNamed:"ball")
ball.xScale = 0.2
ball.yScale = 0.2
ball.position = location
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height / 2.0)
ball.physicsBody!.dynamic = true
ball.physicsBody!.friction = 0
ball.physicsBody!.restitution = 0.8
ball.name = "ball"
self.addChild(ball)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
我知道我需要询问场景场景中有多少个球节点,然后在球达到极限后将其移除,但我似乎尝试的所有操作都会导致错误。
有很多方法可以做到这一点,但这可能是最简单的。
注意:除非你在某个时候从场景中移除球,否则你将达到十个球的限制并卡住。
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
// ball limit
let limit = 10
// setup counter
var i = 0
// loop through the ball nodes added to the scene
self.enumerateChildNodesWithName("ball", usingBlock: {
_, _ in // we dont need to use these variables right now
i += 1 // increment the counter
})
// if we haven't hit our limit, add a ball (YOUR CODE HERE)
if i <= limit {
let ball = SKSpriteNode(imageNamed:"ball")
ball.xScale = 0.2
ball.yScale = 0.2
ball.position = location
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height / 2.0)
ball.physicsBody!.dynamic = true
ball.physicsBody!.friction = 0
ball.physicsBody!.restitution = 0.8
ball.name = "ball"
self.addChild(ball)
}
}
}
我有一个简单的场景,当用户触摸某个区域时,它会在场景中添加一个弹跳球。目标是将球从别针上弹开,以便 'score' 在特定区域。
我刚刚开始编写应用程序代码,但我还无法找到一种方法来限制用户可以生成的球数量。目前,他们可以生成任意数量的球并使场景过度饱和,从而导致 FPS 下降和非常简单的游戏!
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let ball = SKSpriteNode(imageNamed:"ball")
ball.xScale = 0.2
ball.yScale = 0.2
ball.position = location
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height / 2.0)
ball.physicsBody!.dynamic = true
ball.physicsBody!.friction = 0
ball.physicsBody!.restitution = 0.8
ball.name = "ball"
self.addChild(ball)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
我知道我需要询问场景场景中有多少个球节点,然后在球达到极限后将其移除,但我似乎尝试的所有操作都会导致错误。
有很多方法可以做到这一点,但这可能是最简单的。 注意:除非你在某个时候从场景中移除球,否则你将达到十个球的限制并卡住。
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
// ball limit
let limit = 10
// setup counter
var i = 0
// loop through the ball nodes added to the scene
self.enumerateChildNodesWithName("ball", usingBlock: {
_, _ in // we dont need to use these variables right now
i += 1 // increment the counter
})
// if we haven't hit our limit, add a ball (YOUR CODE HERE)
if i <= limit {
let ball = SKSpriteNode(imageNamed:"ball")
ball.xScale = 0.2
ball.yScale = 0.2
ball.position = location
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height / 2.0)
ball.physicsBody!.dynamic = true
ball.physicsBody!.friction = 0
ball.physicsBody!.restitution = 0.8
ball.name = "ball"
self.addChild(ball)
}
}
}