此代码使我的球着色。

var colorize1 = SKAction.colorizeWithColor(.redColor(), colorBlendFactor: 1.0, duration: 0.3)

        var colorize2 = SKAction.colorizeWithColor(.greenColor(), colorBlendFactor: 1.0, duration: 0.3)

        var colorize3 = SKAction.colorizeWithColor(.blueColor(), colorBlendFactor: 1.0, duration: 0.3)

        var actions = [colorize1, colorize2, colorize3]

        var randomIndex = Int(arc4random_uniform(3))

        var action = actions[randomIndex]

        let seconds = 0.14
        let delay = seconds * Double(NSEC_PER_SEC)  // nanoseconds per seconds
        let dispatchTime = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))

        dispatch_after(dispatchTime, dispatch_get_main_queue(), {


            self.Ball.runAction(action)


        })

    }


这段代码使我的墙壁着色。

var colorBucket = [UIColor]()

func randomColor() -> UIColor {

    if colorBucket.isEmpty {
        fillBucket()
    }

    let randomIndex = Int(arc4random_uniform(UInt32(colorBucket.count)))
    let randomColor = colorBucket[randomIndex]
    colorBucket.removeAtIndex(randomIndex)
    return randomColor

}

func fillBucket() {
    colorBucket = [UIColor.redColor(), UIColor.greenColor(), UIColor.blueColor()]
}


我需要编写一条if语句,以检测与墙壁之间的spritekitnode()碰撞时球和墙壁的颜色是否相同。

我已经尝试过这些:

if Wall1.color == UIColor.redColor() && Wall2.color == UIColor.redColor() && Ball.color != UIColor.redColor {

died = true

}


我的主要问题是编写if语句,该语句确定球和墙的颜色是否相同。我的碰撞部分下降了。
非常感谢你的帮助。

func didBeginContact(contact: SKPhysicsContact) {


    let firstBody = contact.bodyA
    let secondBody = contact.bodyB




    let ballWasContacted = firstBody.categoryBitMask == PhysicsCat.Ball || secondBody.categoryBitMask == PhysicsCat.Ball
    var wallWasContacted = firstBody.categoryBitMask == PhysicsCat.Wall || secondBody.categoryBitMask == PhysicsCat.Wall
    let scoreWasContacted = firstBody.categoryBitMask == PhysicsCat.Score || secondBody.categoryBitMask == PhysicsCat.Score
    let colorWasContacted = firstBody.categoryBitMask == PhysicsCat.Color || secondBody.categoryBitMask == PhysicsCat.Ball

    if ballWasContacted {
        if scoreWasContacted {
            score += 1
            scoreLbl.text = "\(score)"
            let scoreNode = firstBody.categoryBitMask == PhysicsCat.Score ? firstBody.node : secondBody.node
            scoreNode!.removeFromParent()
        } else if wallWasContacted {
            enumerateChildNodesWithName("wallPair", usingBlock: ({
                (node, error) in
                node.speed = 0
                self.removeAllActions()

                                }))


            if died == false {
                died = true
                createBTN()
                fallDie()
            }
        }
    }

    else if colorWasContacted {


    }

}


现在尚未真正使用colorWasContacted,但其他所有功能都已使用。

更改墙壁颜色的代码。

action = SKAction.colorizeWithColor(randomColor(), colorBlendFactor: 1.0, duration: 0.3)


Wall1.runAction(动作)

这就是我添加断点时发生的情况。

Breakpoints

最佳答案

一次只能使用两个元素进行联系,因此您可以在didBeginContact中执行以下操作(根据实际代码进行编辑):

...
else if wallWasContacted {
    let sprite1 = firstBody.node as! SKSpriteNode
    let sprite2 = secondBody.node as! SKSpriteNode
    if sprite1.color.isEqual(sprite2.color) {
        // Whatever your heart desires...
    } else {
       // Something else you'd like to have done...
    }

    enumerateChildNodesWithName("wallPair", usingBlock: ({
        (node, error) in
        node.speed = 0
        self.removeAllActions()
    }))

    if died == false {
        died = true
        createBTN()
        fallDie()
    }
}


因为这可能有助于解决这个孤立的问题,所以我相信(通过查看其他线程),您需要重新考虑发现墙之间的通过的整个逻辑...

关于swift - 比较基于随机着色的两种 Sprite 颜色?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/37873958/

10-14 22:12
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