[英]I want to know why my nodes aren't in my GameScene
以下是我的didMove(toView:)
和我用來生成Sprite節點的函數。 忽略代碼的彩色塊部分,但我試圖使球從原點生成並上升,我沒有從代碼中收到任何錯誤,但球未顯示在視圖中。 如果您能抽出寶貴時間復習我的問題,我將非常感謝。 如果您需要更清楚地說明我的問題,請提出問題。
還請考慮一下,這些球最初不在場景中,我希望在調用函數時將其添加到場景中。
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode ()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
redBall.name = "redBall"
greenBall.name = "greenBall"
spawnRedAndGreen()
}
func spawnRedAndGreen () {
redBall.position = CGPoint(x: 0, y: -1)
redBall.zPosition = 4
addChild(redBall)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
addChild(greenBall)
let upwardsMotion = SKAction.moveTo(y: 600, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
redBall.run(redSequence)
greenBall.run(greenSequence)
}
這是我用來生成隨機數的函數...
func randomBetweenNumbers(firstNum: CGFloat, secondNum: CGFloat) -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum - secondNum) + min(firstNum, secondNum)
}
更新的代碼(注意仍然不起作用)。
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode ()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
greenBall.size = CGSize(width: 30, height: 30)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
redBall.size = CGSize(width: 30, height: 30)
redBall.position = CGPoint(x: 0, y: 0)
redBall.zPosition = 4
spawnRedAndGreen()
}
func spawnRedAndGreen () {
self.addChild(greenBall)
self.addChild(redBall)
let upwardsMotion = SKAction.moveTo(y: 1, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
redBall.run(redSequence)
greenBall.run(greenSequence)
}
我還意識到,每次我調用該函數時,節點數都會增加2,但是它不會顯示在屏幕上
您需要指定節點的大小或要使用的紋理/圖像,否則它將不可見。 如果指定顏色,那也很好。
redBall.size = CGSize(width: 0.1, height: 0.1)
redBall.color = .red
同樣,您的操作會強制節點快速瘋狂移動( y = 600
太大,您可以將其更改為1
),因此在上述更改之后,您只會看到閃爍。
解決了(感謝大家的投入,我終於開始工作了
class GameScene: SKScene {
var greenBlock = SKSpriteNode ()
var redBlock = SKSpriteNode ()
var blueBlock = SKSpriteNode ()
var yellowBlock = SKSpriteNode ()
var greenBall = SKSpriteNode()
var redBall = SKSpriteNode()
var ballSpeed: TimeInterval = 4
override func didMove(to view: SKView) {
greenBlock = self.childNode(withName: "greenBlock") as! SKSpriteNode
redBlock = self.childNode(withName: "redBlock") as! SKSpriteNode
blueBlock = self.childNode(withName: "blueBlock") as! SKSpriteNode
yellowBlock = self.childNode(withName: "yellowBlock") as! SKSpriteNode
greenBall = SKSpriteNode(imageNamed: "greenBall")
greenBall.size = CGSize(width: 30, height: 30)
greenBall.position = CGPoint(x: 0, y: 0)
greenBall.zPosition = 4
redBall = SKSpriteNode(imageNamed: "redBall")
redBall.size = CGSize(width: 30, height: 30)
redBall.position = CGPoint(x: 0, y: 0)
redBall.zPosition = 4
spawnRedAndGreen()
}
func spawnRedAndGreen () {
let upwardsMotion = SKAction.moveTo(y: 1000, duration: ballSpeed)
let redDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 4)))
let greenDelay = SKAction.wait(forDuration: TimeInterval(randomBetweenNumbers(firstNum: 1, secondNum: 3)))
let redSequence = SKAction.sequence([upwardsMotion, redDelay])
let greenSequence = SKAction.sequence([upwardsMotion, greenDelay])
self.addChild(redBall)
redBall.run(redSequence)
greenBall.run(greenSequence)
}
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.