Ios 如何将随机纹理与动画的另一个纹理匹配?

Ios 如何将随机纹理与动画的另一个纹理匹配?,ios,xcode,swift,animation,sprite-kit,Ios,Xcode,Swift,Animation,Sprite Kit,我有一个球,我有不同的颜色。球有两个纹理(texture1和texture2),我运行它们来对它们进行动画。我有不同颜色的球。一旦我调用一个随机函数来调用任意一个随机球(texture1),我的另一个函数就不会将它与相同的球颜色(texture2)匹配。例如,如果我的texture1调用redBallUp,我的另一个函数就不会将其与redballDown匹配,而是随机调用一个纹理。有时,它会匹配它,但动画会在不同的纹理之间不断切换,有时,它根本不调用texture2 我是这样设置的: class

我有一个球,我有不同的颜色。球有两个纹理(texture1和texture2),我运行它们来对它们进行动画。我有不同颜色的球。一旦我调用一个随机函数来调用任意一个随机球(texture1),我的另一个函数就不会将它与相同的球颜色(texture2)匹配。例如,如果我的
texture1
调用redBallUp,我的另一个函数就不会将其与
redballDown
匹配,而是随机调用一个纹理。有时,它会匹配它,但动画会在不同的纹理之间不断切换,有时,它根本不调用texture2

我是这样设置的:

class GameScene: SKScene {

override func didMoveToView(view: SKView) {
     let ballTexture1 = SKTexture(imageNamed: getRandomBallUp())
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: getRandomBalldDown())
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
    }

func getRandomBallUp() -> String{
    let randomval = arc4random_uniform(6)
    var ballUp = ""
    switch(randomval)
    {
    case 0:
        ballUp = "BlueBallUp"
    case 1:
        ballUp = "DarkBlueBallUp"
    case 2:
        ballUp = "GreenBallUp"
    case 3:
        ballUp = "PurpleBallUp"
    case 4:
        ballUp = "RedBallUp"
    case 5:
        ballUp = "YellowBallUp"
    default:()
    }
    return ballUp
}

func getRandomBallDown() -> String{
    var ballDown = ""
    if (getRandomBallUp() == "BlueBallUp") {
        ballDown = "BlueBallDown"
    }
    if (getRandomBallUp() == "DarkBlueBallUp") {
        ballDown = "DarkBlueBallDown"
    }
    if (getRandomBallUp() == "GreenBallUp") {
        ballDown = "GreenBallDown"
    }
    if (getRandomBallUp() == "PurpleBallUp") {
        ballDown = "PurpleBallDown"
    }
    if (getRandomBallUp() == "RedBallUp") {
        ballDown = "RedBallDown"
    }
    else if (getRandomBallUp() == "YellowBallUp") {
        ballDown = "YellowBallDown"
    }
    return ballDown
}

每次调用getRandomBallUp()时,都会生成一个随机值并基于该值返回一个字符串。为了避免这种情况,您需要将
getRandomBallDown()
更改为如下内容:

func getCorrespondingRandomBallDown(ballUp:String) -> String{
    var ballDown = ""
    if (ballUp == "BlueBallUp") {
        ballDown = "BlueBallDown"
    }
    if (ballUp == "DarkBlueBallUp") {
        ballDown = "DarkBlueBallDown"
    }
    if (getRandomBallUp() == "GreenBallUp") {
        ballDown = "GreenBallDown"
    }
    if (ballUp == "PurpleBallUp") {
        ballDown = "PurpleBallDown"
    }
    if (ballUp == "RedBallUp") {
        ballDown = "RedBallDown"
    }
    else if (ballUp == "YellowBallUp") {
        ballDown = "YellowBallDown"
    }
    return ballDown
}
您还需要更改didMoveToView:

override func didMoveToView(view: SKView) {
     let ballUp = getRandomBallUp()
     let ballTexture1 = SKTexture(imageNamed: ballUp)
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: getCorrespondingRandomBallDown(ballUp)
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
    }

每次调用getRandomBallUp()时,都会生成一个随机值并基于该值返回一个字符串。为了避免这种情况,您需要将
getRandomBallDown()
更改为如下内容:

func getCorrespondingRandomBallDown(ballUp:String) -> String{
    var ballDown = ""
    if (ballUp == "BlueBallUp") {
        ballDown = "BlueBallDown"
    }
    if (ballUp == "DarkBlueBallUp") {
        ballDown = "DarkBlueBallDown"
    }
    if (getRandomBallUp() == "GreenBallUp") {
        ballDown = "GreenBallDown"
    }
    if (ballUp == "PurpleBallUp") {
        ballDown = "PurpleBallDown"
    }
    if (ballUp == "RedBallUp") {
        ballDown = "RedBallDown"
    }
    else if (ballUp == "YellowBallUp") {
        ballDown = "YellowBallDown"
    }
    return ballDown
}
您还需要更改didMoveToView:

override func didMoveToView(view: SKView) {
     let ballUp = getRandomBallUp()
     let ballTexture1 = SKTexture(imageNamed: ballUp)
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: getCorrespondingRandomBallDown(ballUp)
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
    }

beyowulf有答案,但这是swift baby,让我们使用它的一些功能:

func getRandomBall() -> (up:String,down:String){
    let randomval = arc4random_uniform(6)
    var ball = ""
    switch(randomval)
    {
    case 0:
        ball = "BlueBall"
    case 1:
        ball = "DarkBlueBall"
    case 2:
        ball = "GreenBall"
    case 3:
        ball = "PurpleBall"
    case 4:
        ball = "RedBall"
    case 5:
        ball = "YellowBall"
    default:()
    }
    return (up:"\(ball)Up",down:"\(ball)Down")
}

override func didMoveToView(view: SKView) {
     let ballTextureName = getRandomBall()
     let ballTexture1 = SKTexture(imageNamed: ballTextureName.up)
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: ballTextureName.down)
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
}

beyowulf有答案,但这是swift baby,让我们使用它的一些功能:

func getRandomBall() -> (up:String,down:String){
    let randomval = arc4random_uniform(6)
    var ball = ""
    switch(randomval)
    {
    case 0:
        ball = "BlueBall"
    case 1:
        ball = "DarkBlueBall"
    case 2:
        ball = "GreenBall"
    case 3:
        ball = "PurpleBall"
    case 4:
        ball = "RedBall"
    case 5:
        ball = "YellowBall"
    default:()
    }
    return (up:"\(ball)Up",down:"\(ball)Down")
}

override func didMoveToView(view: SKView) {
     let ballTextureName = getRandomBall()
     let ballTexture1 = SKTexture(imageNamed: ballTextureName.up)
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: ballTextureName.down)
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
}

知道了。非常感谢你。有道理,明白了。非常感谢你。这是有道理的。