2016-04-24 34 views
0

我用enumerateChildNodesWithName命令给我所有的块物理学的,就像这样:如何让一个孩子在使用enumerateChildNodesWithName之后做些什么?

func findBlock(theName:String){ 

     self.enumerateChildNodesWithName("//*"){ 
     node, stop in 

      if node.name == theName{ 
       node.physicsBody?.categoryBitMask = physicsCategory.block 
       node.physicsBody?.collisionBitMask = physicsCategory.laser 
       node.physicsBody?.contactTestBitMask = physicsCategory.laser 
      } 
     } 
    } 

现在我只想要块之一,当它被用激光打消失。但是,如果没有让所有其他街区同时消失,我一直无法做到这一点。
我试图用这行代码在didBeginContact找到哪个块代表第一主体,将其取下:

if firstBody.categoryBitMask == physicsCategory.block && secondBody.categoryBitMask == physicsCategory.laser{ 

     let block = SKSpriteNode() 
     block.physicsBody = firstBody 
     block.alpha = 1 
     let byeBlock = SKAction.fadeOutWithDuration(0.5) 
     let gone = SKAction.removeFromParent() 
     let run = SKAction.sequence([byeBlock, gone]) 
     block.runAction(run) 
     self.removeChildrenInArray([laser]) 

    } 

但也结束了没有工作。 请帮忙!提前致谢!

+0

当块受到激光击中时代码是什么?我假设你在'didBeginContact'中处理这个... – Whirlwind

+0

@Whirlwind它在'didBeginContact'中。起初,我尝试使用相同的'enumerateChildNodesWithName'命令删除该块,但很明显,它删除了屏幕上的每个块。最近,我试图这行代码: –

+0

如果firstBody.categoryBitMask == physicsCategory.block && secondBody.categoryBitMask == physicsCategory.laser { 设块= SKSpriteNode() block.physicsBody = firstBody block.alpha = 1 让byeBlock = SKAction.fadeOutWithDuration(0.5) 设消失= SKAction.removeFromParent() 设运行= SKAction.sequence([byeBlock,消失]) block.runAction(运行) self.removeChildrenInArray([激光]) } –

回答

0

我认为你应该处理联系人,这样if阻止你提供的工作正常。如果是这样,这就是你想要的:

if firstBody.categoryBitMask == physicsCategory.block && secondBody.categoryBitMask == physicsCategory.laser{ 
{ 
    //Downcast it to SKSpriteNode or whatever your block is 
    if let block = firstBody.node as? SKSpriteNode { 

     //We don't want to run removing action twice on the same block 
     if block.actionForKey("removing") == nil { 

      block.alpha = 1 
      let fadeOut = SKAction.fadeOutWithDuration(0.5) 
      let remove = SKAction.removeFromParent() 
      block.runAction(SKAction.sequence([fadeOut, remove]), withKey: "removing") 
     } 

    } 
    //Downcast it to SKSpriteNode or whatever your laser is 
    if let laser = secondBody.node as? SKSpriteNode { 
     self.removeChildrenInArray([laser]) 
    } 

} 
+0

这工作完美!非常感谢你 –

相关问题