所以基本上我期待着随机选择4种不同颜色的球之一进入场景,每个场景都有一个动画,物理属性和运动间距,我已经编码。我不确定如何制作阵列,然后从4个彩球的阵列中随机选择,以便随机选择一个球进入场景。 为了让它更清楚我在这里要求的一些代码(我只在这个代码中使用两个球,所以你不必多读):如何从快速的精灵阵列中选择
var moveandremove = SKAction()<这是在我的ballScene.swift
的产卵runBlock是内部didMovetoView
让产卵= SKAction.runBlock({ ()在
self.allballs()
})
let delay = SKAction.waitForDuration(2.0)
let SpawnDelay = SKAction.sequence([spawn, delay])
let spawndelayforever = SKAction.repeatActionForever(SpawnDelay)
self.runAction(spawndelayforever)
let distance = CGFloat(brnball.frame.width * 20 + brnball.frame.width)
let moveball = SKAction.moveByX(-distance, y: 0, duration: NSTimeInterval(0.003 * distance))
let removeball = SKAction.removeFromParent()
moveandremove = SKAction.sequence([moveball])
}
func allballs() {
TextureAtlasblk = SKTextureAtlas(named: "blkball")
for i in 1...TextureAtlasblk.textureNames.count{
var Name = "blkball_\(i)"
blkarray.append(SKTexture(imageNamed: Name))
}
blkball = SKSpriteNode(imageNamed: "blkball_1")
blkball.position = CGPoint(x: CGRectGetMidX(self.frame) + 100, y: CGRectGetMidY(self.frame))
blkball.zPosition = 7
blkball.setScale(0.1)
self.addChild(blkball)
blkball.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(blkarray, timePerFrame: 0.2)))
//brownball
TextureAtlasbrn = SKTextureAtlas(named: "brnball")
for i in 1...TextureAtlasbrn.textureNames.count{
var Name = "brnball_\(i)"
brnarray.append(SKTexture(imageNamed: Name))
}
brnball = SKSpriteNode(imageNamed: "brnball_1")
brnball.position = CGPoint(x: CGRectGetMidX(self.frame) + 50, y: CGRectGetMidY(self.frame))
brnball.zPosition = 7
brnball.setScale(0.1)
self.addChild(brnball)
brnball.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(brnarray, timePerFrame: 0.2)))
这是我可怕的起点,在试图让一个数组从每个球的选择(这是我allballs()函数中):
VAR ballarray:NSMutableArray的= [blkball,brnball,yelball,bluball]
runAction(moveandremove)
我是新来的迅速和漂亮的无望,将是真棒,如果有人可以帮助我:)
感谢
这就是它,你的传奇!谢谢 :) – Youngiysh27