2017-04-17 89 views
0

下面是我的didMove(toView:)和我用来产生我的精灵节点的函数。忽略代码的彩色块部分,但我试图让球产生并从原点上升,我没有收到代码中的错误,但球没有出现在视图中。我非常感谢你,如果你能抽出时间审查我的问题。如果您需要更清楚地解释我的问题,请提出问题。我想知道为什么我的节点不在我的GameScene中

另请注意,球最初并不在场景中,我希望在调用该功能时添加到场景中。

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) 

} 

这是我用来生成随机数的函数...

func randomBetweenNumbers(firstNum: CGFloat, secondNum: CGFloat) -> CGFloat { 

    return CGFloat(arc4random())/CGFloat(UINT32_MAX) * abs(firstNum - secondNum) + min(firstNum, secondNum) 

} 

更新的代码(注意仍然不工作)。

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) 

} 

我也意识到,节点数由2每次上升我所说的功能,但它不会出现在屏幕

回答

2

你需要指定节点或纹理的大小上显示/图片使用,否则它将不可见。如果您指定颜色,这也会很棒。

redBall.size = CGSize(width: 0.1, height: 0.1) 
redBall.color = .red 

而且你的行动迫使节点移动速度飞快(y = 600实在是太多了,你可以把它改成1),所以你上面的变化后只能看到一个闪烁。

+0

嘿感谢您的答复,但即时通讯。除此之外,我欣赏你的反应非常。 –

+0

他不是说物理的力量,他是说你正在使节点快速移动 – Knight0fDragon

+0

对不起,我没有正确地读你的回应我已经尝试添加位置,但它还没有工作。 –

0

解决(感谢大家的输入我终于得到它使用动作的moveTo没有任何部队或冲动工作

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) 

} 
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