问题描述
我正在尝试构建一个简单的障碍跳跃应用程序。我希望从一组图像中随机挑选障碍物的图像。我试过使用arc4random_uniform函数和switch case的组合,但似乎没有更新SKSpriteNode。我做错了什么?
I am trying to build a simple obstacle jumping app. I want the image for the obstacle to be picked randomly from a set of images. I have tried using a combination of the arc4random_uniform function and switch case but that doesn't seem to update the SKSpriteNode. What am i doing wrong?
class PlayScene: SKScene, SKPhysicsContactDelegate{
...
var block3 = SKSpriteNode(imageNamed: "lion")
....
}
override func update(currentTime: NSTimeInterval) {
.....
blockRunner()
}
func blockRunner() {
var imageNamedAnimal = ""
var randomIndex = arc4random_uniform(2)
switch(randomIndex) {
case 0 : imageNamedAnimal = "turtle"
case 1: imageNamedAnimal = "lion"
default: imageNamedAnimal = "turtle"
}
block3 = SKSpriteNode(imageNamed: imageNamedAnimal)
.....
}
我应该在什么时候尝试设置随机图像? Block3似乎总是挑选我在代码开头发送的狮子图像,尽管imageNamedAnimal在每个帧中显示随机值。
At what point should i try to set the random image? Block3 seems to pick the lion image always which i had sent at the beginning of the code despite the fact that imageNamedAnimal shows random values in each frame.
推荐答案
通过创建和存储图像作为纹理,每次更改角色时都可以避免加载图像。以下是如何执行此操作的示例:
You can avoid loading the images each time you change the character by creating and storing the images as textures. Here's an example of how to do that:
创建一个数组来存储纹理
Create an array to store the textures
var textures = [SKTexture]()
在 didMoveToView
,创建和存储纹理
textures.append(SKTexture(imageNamed: "turtle"))
textures.append(SKTexture(imageNamed: "lion"))
textures.append(SKTexture(imageNamed: "rhino"))
...
在 blockRunner
方法中,添加以下内容
In the blockRunner
method, add the following
// Randomly select a character
let rand = Int(arc4random_uniform(UInt32(textures.count)))
let texture = textures[rand] as SKTexture
block3.texture = texture
// Optionally, resize the sprite
block3.size = texture.size()
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