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ios - SKSpriteNode - 不同的 Sprite 但功能相同

转载 作者:行者123 更新时间:2023-11-29 01:27:43 25 4
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基本上我的代码只适用于“bubble1”。如果我想要另一个气泡“bubble2”,我是否需要创建许多相同类型的函数

   func addBubbles() {


let bubble1 = SKSpriteNode(imageNamed: "bubble_purple")

//the new one I want to create
let bubble2 = SKSpriteNode(imageNamed: "bubble_green")


bubble1.name = "bubble1"
bubble1.physicsBody = SKPhysicsBody(circleOfRadius: bubble1.size.width * 0.5, center: CGPointZero)

bubble2.name = "bubble2"
bubble2.physicsBody = SKPhysicsBody(circleOfRadius: bubble1.size.width * 0.5, center: CGPointZero)


physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVectorMake(0, 0)



//Physics implementation of the bubbles
bubble1.physicsBody?.dynamic = true
bubble1.physicsBody?.usesPreciseCollisionDetection = true
bubble1.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
bubble1.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
bubble1.physicsBody?.collisionBitMask = 0
bubble1.physicsBody?.allowsRotation = false

最佳答案

只需创建一个扩展 SKSpriteNode 的气泡类

class Bubble : SKSpriteNode
{
convenience init(imageNamed name:String)
{
let texture = SKTexture(imageNamed:named)
self.init(texture:texture,color:UIColor.clearColor(),size: texture!.size())
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width * 0.5, center: CGPointZero)

//Physics implementation of the bubbles
self.physicsBody?.dynamic = true
self.physicsBody?.usesPreciseCollisionDetection = true
self.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
self.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
self.physicsBody?.collisionBitMask = 0
self.physicsBody?.allowsRotation = false
}
}

然后像这样调用你的泡泡:

var bubble1 = Bubble(imageNamed:"bubble_purple")
bubble1.name = "bubble1"
var bubble2 = Bubble(imageNamed:"bubble_green")
bubble2.name = "bubble2"

这样做会覆盖以前的便捷方法,并且不允许您轻松地将它扩展到更多的类,因此我建议创建一个新方法来初始化您的 Sprite ,以防您确实需要扩展的功能这个初始化,像这样:

     init(named:String)
{
let texture = SKTexture(imageNamed:named)
super.init(texture:texture,color:UIColor.clearColor(),size: texture!.size())
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width * 0.5, center: CGPointZero)

//Physics implementation of the bubbles
self.physicsBody?.dynamic = true
self.physicsBody?.usesPreciseCollisionDetection = true
self.physicsBody?.categoryBitMask = PhysicsCategory.Bubble
self.physicsBody?.contactTestBitMask = PhysicsCategory.Cones
self.physicsBody?.collisionBitMask = 0
self.physicsBody?.allowsRotation = false
}

然后像这样调用你的泡泡:

var bubble1 = Bubble(named:"bubble_purple")
bubble1.name = "bubble1"
var bubble2 = Bubble(named:"bubble_green")
bubble2.name = "bubble2"

关于ios - SKSpriteNode - 不同的 Sprite 但功能相同,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/33829332/

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