Swift SKShapeNode shapeWithSplinePoints [英] Swift SKShapeNode shapeWithSplinePoints

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本文介绍了Swift SKShapeNode shapeWithSplinePoints的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试为节点创建CGPath,但是当我尝试使用608_hd_best_practices_for_building_spritekit_games的动作和常量幻灯片中定义的SKShapeNode时,出现错误调用中的额外参数'count'.有什么想法吗?

I am trying create a CGPath for a node to follow but when I have tried using SKShapeNode as defined in the actions and constants slide from 608_hd_best_practices_for_building_spritekit_games I get the error Extra argument 'count' in call. Any thoughts?

import SpriteKit

class GameScene: SKScene {
    var groundNode: SKSpriteNode? = SKSpriteNode()
    var path = [CGPoint]()

    override func didMoveToView(view: SKView) {
        groundNode = childNodeWithName("ground") as? SKSpriteNode
    }

    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        path = [CGPoint]()
    }

    override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
        var newPoint = touches.anyObject()?.locationInNode(groundNode)
        path.append(newPoint!)
    }

    override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
        let sprite = SKSpriteNode(imageNamed:"Spaceship")

        sprite.xScale = 0.25
        sprite.yScale = 0.25
        sprite.position = path.first!

        groundNode?.addChild(sprite)

        // TODO: this currently isnt working
        let count = path.count
        // CGPathRef p = [SKShapeNode shapeWithSplinePoints:points]
        let p: CGPathRef = SKShapeNode(splinePoints: path, count: count)

        let speed:CGFloat = 1.0

        let action = SKAction.followPath(p, speed: speed)
        sprite.runAction(action)
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
}

推荐答案

init(splinePoints:count:)UnsafeMutablePointer<CGPoint>(即,一个由CGPoint s组成的C数组)和一个无符号整数作为其参数.它还返回SKShapeNode对象而不是CGPathRef.尝试以下操作...

init(splinePoints:count:) takes an UnsafeMutablePointer<CGPoint> (i.e., a C array of CGPoints) and an unsigned integer as its arguments. It also returns an SKShapeNode object not a CGPathRef. Try the following...

let p = SKShapeNode(splinePoints: &path, count: UInt(count))

也进行以下更改

let speed:CGFloat = 1.0

let action = SKAction.followPath(p.path, speed: speed)
sprite.runAction(action)

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