SKSpriteNode不会移动



我在Swift中创建了一个SKSpriteNode形式的矩形图像,代码如下:

var screenImage = SKSpriteNode(texture: SKTexture(imageNamed: "(imageChoices[randomImageChoice].0)"))
screenImage.position = CGPointMake(screen1.position.x, screen1.position.y)
screenImage.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height)
self.addChild(screenImage)

我用以下代码移动图像:

func swipedTrue(sender: UISwipeGestureRecognizer) {
    if gameOver == false && tutorial == false {
        //if you swipe, it checks if you were right, then moves on or GameOver()
        if (wordChoices[randomWordChoice]).1 == true {
            //reset time
            timePerQuestion = 1.0
            //randomize word
            randomWordChoice = Int(arc4random() % 3)
            newImage = SKSpriteNode(texture: SKTexture(imageNamed: "(wordChoices[randomWordChoice].0)"))
            //randomize color of screens, mid-swipe
            newScreen.fillColor = UIColor(red: CGFloat(drand48()), green: CGFloat(drand48()), blue: CGFloat(drand48()), alpha: 1.0)
            //replace timeBar
            decreaseTimeBlock.fillColor = newScreen.fillColor
            decreaseTimeBlock.position = CGPointMake(self.frame.size.width * 1.5, self.frame.size.height * 0.985)
            timeBarRedValue = 0.0; timeBarGreenValue = 1.0
            newTimeBar.fillColor = UIColor(red: CGFloat(timeBarRedValue), green: CGFloat(timeBarGreenValue), blue: 0.0, alpha: 1.0)
            //actions caused by swipe: it's "bringNewScreen" because if you swipeFalse, the newScreen comes from bottom. If you swipeTrue, it comes from the top.
            var swipeTrueCurrentScreen = SKAction.moveToX(self.frame.size.width * 2, duration: 0.5)
            var bringNewScreen = SKAction.moveToY(self.frame.size.height * 0.5, duration: 0.5)
            var bringNewTimeBar = SKAction.moveToY(self.frame.size.height * 0.985, duration: 0.5)
            //reset the newScreen and word to the top of the screen, to be dropped again
            newScreen.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
            newImage.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1)
            newTimeBar.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 1.58)
            //swipe word and screen
            currentImage.runAction(swipeTrueCurrentScreen)
            currentTimeBar.runAction(swipeTrueCurrentScreen)
            currentScreen.runAction(swipeTrueCurrentScreen)
            //make swiping noise
            runAction(SKAction.playSoundFileNamed("Swoosh 3-SoundBible.com-1573211927.mp3", waitForCompletion: false))
            //bring in the newScreen
            newScreen.runAction(bringNewScreen)
            newImage.runAction(bringNewScreen)
            newTimeBar.runAction(bringNewTimeBar)
            //increase score
            ++score
            scoreLabel.text = "(score)"
            //here, switch the currentScreen with the newScreen so that the process can be repeated
            if newScreen == screen1 {
                newScreen = screen2
                newImage = screenImage2
                newTimeBar = timeBar2
                currentScreen = screen1
                currentImage = screenImage1
                currentTimeBar = timeBar1
            } else {
                newScreen = screen1
                newImage = screenImage1
                newTimeBar = timeBar1
                currentScreen = screen2
                currentImage = screenImage2
                currentTimeBar = timeBar2
            }
        } else {
            GameOver()
        }
    }
}

然而,由于某种原因,图像不会移动,当我试图在其他情况下移动它时,它也会拒绝。我该怎么解决这个问题?

除了这里缺少一个括号(但我想你的代码中不是这样),代码没有什么不工作的特殊原因。问题很可能在于你如何使用它

我的猜测是你正在做这样的事情:

import SpriteKit
class GameScene: SKScene {
    var sprite : SKSpriteNode = SKSpriteNode() // A
    override func didMoveToView(view: SKView) {
        // You are creating another `sprite` variable
        // and not using the (A) sprite you declare above
        var sprite = SKSpriteNode(imageNamed:"Spaceship") // B
        // Here you set the (B) sprite you just created
        sprite.size = CGSizeMake(self.frame.size.width * 0.6, self.frame.size.height)
        sprite.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
        // Here it's still the (B) sprite you just created
        // that you add to the scene
        self.addChild(sprite)
        // You are calling your action from somewhere else
        self.applyAction()
    }
    func applyAction() {
        // You create an action, OK
        let action = SKAction.moveToX(self.frame.size.width * 2, duration: 0.5)
        // You apply the action to the (A) sprite property you have in your class
        // Same as : self.sprite.runAction(action)
        sprite.runAction(action)
    }
    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        /* Called when a touch begins */
    }
    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
}

在这种情况下,您只需要不创建另一个sprite变量。通过删除// B行上的var关键字。

让met知道它是否有帮助。如果不是这样,请提供更多详细信息(代码,…)。

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