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Swift 2 SpriteKit如何控制具有相同名称的多个精灵套件节点?
因此,我使用下面的代码随机产生敌人,然后将其移向玩家。但由于某种原因,只有第一个敌人向着这个玩家移动,其他的什么都不做。我是新手,所以所有的细节都会有所帮助。
在didmovetoview:
let wait = SKAction.waitForDuration(3, withRange: 2)
let spawn = SKAction.runBlock {
let Enemy = SKSpriteNode(imageNamed: "Enemy.png")
Enemy.size.height = (70) //138
Enemy.size.width = (49) //99
Enemy.position = CGPointMake(CGRectGetWidth(self.frame) - 100 , CGRectGetHeight(self.frame) - 100)
Enemy.physicsBody = SKPhysicsBody (rectangleOfSize: Enemy.size)
Enemy.physicsBody!.dynamic = true
Enemy.physicsBody!.allowsRotation = false
Enemy.physicsBody!.friction = 0
Enemy.physicsBody!.restitution = 0
Enemy.physicsBody!.linearDamping = 1
Enemy.physicsBody!.angularDamping = 1
Enemy.name = "Enemy"
Enemy.zPosition = 3
self.addChild(Enemy)
self.EnemyExists=true
}
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(sequence))
在更新FUNC:
let Enemy = childNodeWithName("Enemy") as! SKSpriteNode
let Player = childNodeWithName("Player") as! SKSpriteNode
if EnemySpeed == OriginalEnemySpeed {
let impulseVector = CGVector(dx: (Player.position.x - Enemy.position.x)/200, dy: (Player.position.y - Enemy.position.y)/200)
Enemy.physicsBody?.applyImpulse(impulseVector)
}
if Enemy.position.x + Enemy.size.width/4 > size.width {
Enemy.position.x = Enemy.size.width/4
}
else if Enemy.position.x + Enemy.size.width/4 < 0 {
Enemy.position.x = size.width - Enemy.size.width/4
}
if Enemy.position.y + Enemy.size.height/4 > size.height {
Enemy.position.y = Enemy.size.height/4
}
else if Enemy.position.y + Enemy.size.height/4 < 0 {
Enemy.position.y = size.height - Enemy.size.height/4
}
EnemySpeed-=1
if EnemySpeed < 1 {
EnemySpeed = OriginalEnemySpeed
}
你能详细说说怎样修改我的enemySpeed成为CGVector吗?我只希望敌人追逐玩家,最好是以一种恒定的速度,而不是现在的情况,当玩家进一步变得更快时,他们会变得更快。 –