Swift Sprite Kit再次调用Function



我想用我的SKSpriteNodes/SKNode做一个无限循环,但循环不能正常工作。

为了让你了解我的游戏,有两个长目标,在屏幕底部并排出现,它们之间有一个间隙。在这两个目标之间是contactNode,它确定球员是否穿过墙壁得分。目标无限产生。

游戏开始后,它调用函数addObjectives。在一个小的延迟之后,我想用新的节点再次调用相同的函数,而旧的派生节点仍然存在,并随着新的节点移动到顶部。

但在我的代码中,在节点到达Update:中给定的点后,它们停止,场景再次调用函数,新节点移动到该点并再次停止。一个无限循环。

我不想在再次调用addObjectives后停止节点,它们应该从屏幕底部生成并移动到顶部,然后被删除,而底部总是会有新的目标。

我该怎么做?

...
var contactNode = SKNode()
...
func addObjectives(){
    O1 = SKSpriteNode(imageNamed: "Objective.png")
    O1.size = CGSize(width: self.frame.size.width / 1.3, height: self.frame.size.height / 17)
    O1.position = positions[randomPosition()]
    O1.zPosition = 3
    ...
    self.addChild(O1)
    O2 = SKSpriteNode(imageNamed: "Objective.png")
    O2.size = CGSize(width: self.frame.size.width / 1.3, height: self.frame.size.height / 17)
    O2.position = CGPoint(x: O1.position.x + CGFloat(Gap), y: O1.position.y)
    O2.zPosition = 3
    ...
    self.addChild(O2)
    contactNode.physicsBody = SKPhysicsBody(rectangleOfSize:CGSize(width: CGFloat(Gap) / 2, height: O1.size.height))
    contactNode.position = CGPoint(x: O1.position.x + (CGFloat(Gap) / 2), y: O1.position.y - 20)
    contactNode.physicsBody?.dynamic = false
    contactNode.physicsBody?.categoryBitMask = ScoreCategory
    contactNode.physicsBody?.contactTestBitMask = PlayerCategory
    contactNode.physicsBody?.collisionBitMask = 0
    self.addChild(contactNode)
}
//Called in the Update Method
func ScrollingMauer(){
    O1.position = CGPointMake(O1.position.x, O1.position.y + Speed)
    O2.position = CGPointMake(O2.position.x, O2.position.y + Speed)
    contactNode.position = CGPointMake(contactNode.position.x, contactNode.position.y + Speed)
    if(O1.position.y > self.frame.size.height + O1.size.height)
    {
        O1.removeFromParent()
    }
    if(O2.position.y > self.frame.size.height + O2.size.height)
    {
        O2.removeFromParent()
    }
    if(contactNode.position.y > self.frame.size.height + Mauer2.size.height)
    {
        contactNode.removeFromParent()
    }
    // Here the Function is called again, but the previous spawned
    Objectives stop and the new Objectives come from the bottom to the top.
    if(O1.position.y > self.frame.size.height / 3)
    {
        self.addObjectives()
    }
}

由于contactNode已经添加到场景中,因此会出现错误,因此再次添加会产生此错误,因为contactNode已经有一个父级。

您可以使用一个布尔标志来指示节点是否已经添加,并且只添加一次:

    contactNode.physicsBody = SKPhysicsBody(rectangleOfSize:CGSize(width: CGFloat(Gap) / 2, height: O1.size.height))
    contactNode.position = CGPoint(x: O1.position.x + (CGFloat(Gap) / 2), y: O1.position.y - 20)
    contactNode.physicsBody?.dynamic = false
    contactNode.physicsBody?.categoryBitMask = ScoreCategory
    contactNode.physicsBody?.contactTestBitMask = PlayerCategory
    contactNode.physicsBody?.collisionBitMask = 0
    if !self.contactNodeAdded {
        self.addChild(contactNode)
        self.contactNodeAdded = true
    }

并且在您的ScrollingMauer方法中:

if(contactNode.position.y > self.frame.size.height + Mauer2.size.height)
    {
        contactNode.removeFromParent()
        self.contactNodeAdded = false
    }

(您也可以按名称搜索节点,但效率较低,尤其是在每次帧更新时调用时)

编辑:如果您想为每个联系人节点创建一个新实例,请创建一个:

contactNode = SKNode()
// set physics body etc..
contactNodesArray.append(contactNode)

要跟踪这些实例(以便稍后删除),请将它们存储在一个数组中,并像在删除联系人节点逻辑中那样检查数组的每个实例:

let nodesToRemoveArray: Array<Int> = Array();
for (index, node) in enumerate(contactNodesArray) {
    if(node.position.y > self.frame.size.height + Mauer2.size.height)
    {
        node.removeFromParent()
        nodesToRemoveArray.append(index);
    }
}
for indexToRemove in nodesToRemoveArray {
    contactNodesArray.removeATIndex(indexToRemove)
}

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