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swift - Sprite 的随机移动

转载 作者:行者123 更新时间:2023-11-28 09:13:19 25 4
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我是新来的,如果我输入的问题有误,我深表歉意。也就是说,我在让我的 Sprite 移动到屏幕周围的随机位置时遇到了问题。这是我的代码

func random() ->CGFloat{
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max:CGFloat) ->CGFloat{
return random()*(max-min)+min
}

dino.position = CGPoint(x: size.width + dino.size.width/2, y: actualY)
// Add the monster to the scene
addChild(dino)
// Determine speed of the monster
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(4.0))
let randomNum = CGPoint(x:Int (arc4random()%1000), y:Int (arc4random()%1000))
// Create the actions
var actionMove = SKAction:CGPoint(CGPoint(x:randomNum, y:randomNum)), duration:NSTimeInterval;(actualDuration)
let actionMoveDone = SKAction.removeFromParent()
dino.runAction(SKAction.sequence([actionMove, actionMoveDone]))

谢谢你的帮助,目前有任何帮助

最佳答案

您使用的功能无效。请改用 SKAction.moveTo

dino.position = CGPoint(x: size.width + dino.size.width/2, y: 10)
// Add the monster to the scene
addChild(dino)
// Determine speed of the monster
let actualDuration = NSTimeInterval(random(min: CGFloat(3.0), max: CGFloat(4.0)))
let randomNum = CGPoint(x:Int (arc4random() % 1000), y:Int (arc4random() % 1000))

var actionMove = SKAction.moveTo(randomNum, duration: actualDuration) // Changed line

let actionMoveDone = SKAction.removeFromParent()
dino.runAction(SKAction.sequence([actionMove, actionMoveDone]))

关于swift - Sprite 的随机移动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28531052/

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