迅捷2
SpriteKit

因此,我使用以下代码随机产生敌人,然后将其移向玩家。但是由于某种原因,只有第一个敌人向玩家移动,其余的敌人什么也没有做。我对此并不陌生,因此所有细节都将有所帮助。

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))

在更新功能下:
            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
            }

最佳答案

childNodeWithName("Enemy")将仅拾取场景中称为Enemy的第一个精灵。

您需要使用enumerateChildNodesWithName遍历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

        }

如果应该引用EnemySpeed变量来引用您当前正在处理的sprite的速度,则必须对其进行处理,因为它只是单个实例变量,而不是该sprite的属性。您可能需要使用Enemy.physicsBody.velocity,它是CGVector,因此要将其转换为所需的速度:
enemySpeedX = enemy.physicsbody.velocity.dx
enemySpeedY = enemy.physicsbody.velocity.dy
enemySpeed = sqrt(enemySpeedX* enemySpeedX + enemySpeedY* enemySpeedY)

同时检查您的命名标准;大多数事情应该是驼峰式的,所以Enemy应该是enemyOriginalEnemySpeed应该是originalEnemySpeed等。

关于ios - 如何控制多个具有相同名称的Sprite Kit节点?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/36928183/

10-11 14:56