如何控制具有相同名称的多个精灵工具包节点



Swift 2SpriteKit

因此,我使用以下代码随机生成敌人,然后将他们移向玩家。但由于某种原因,只有第一个敌人向玩家移动,其他人什么也不做。我是新手,所以所有细节都会有所帮助。

在didmovetoview下:

        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))

更新功能不足:

            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
            }

childNodeWithName("Enemy")将只拾取场景中名为Enemy的第一个精灵。

你需要用enumerateChildNodesWithName:循环所有被称为敌人的精灵

        enumerateChildNodesWithName("Enemy") {
            node, stop in
            let Enemy = node as! SKSpriteNode
            // Your enemy movement/update code here
        }

如果EnemySpeed变量是指您当前处理的精灵的速度,那么您必须对它做些什么,因为它只是一个实例变量,而不是该精灵的属性。你可能想使用Enemy.physicsBody.velocity,这是一个CGVector,所以要将其转换为你需要的速度:

enemySpeedX = enemy.physicsbody.velocity.dx
enemySpeedY = enemy.physicsbody.velocity.dy
enemySpeed = sqrt(enemySpeedX* enemySpeedX + enemySpeedY* enemySpeedY)

还要检查您的命名标准;大多数情况应该是camel情况,所以Enemy应该是enemyOriginalEnemySpeed应该是originalEnemySpeed等等。

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