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Swift 如何在三次点击后移除精灵_Swift_Sprite Kit_Skspritenode - Fatal编程技术网

Swift 如何在三次点击后移除精灵

Swift 如何在三次点击后移除精灵,swift,sprite-kit,skspritenode,Swift,Sprite Kit,Skspritenode,我正在学习在swift和spritekit上制作游戏,但还是停留在一个地方。 在第一次碰撞后,我设法把“敌人”和“子弹”移走了。 请告诉我,在一颗“子弹”击中“敌人”三次后,如何清除它。 我在网上寻找答案已经很久了,但是没有成功 import SpriteKit import GameplayKit class enemiesValue: SKSpriteNode { var health: Int = 3 } class bulletValue: SKSpriteNode {

我正在学习在swift和spritekit上制作游戏,但还是停留在一个地方。 在第一次碰撞后,我设法把“敌人”和“子弹”移走了。 请告诉我,在一颗“子弹”击中“敌人”三次后,如何清除它。 我在网上寻找答案已经很久了,但是没有成功

import SpriteKit
import GameplayKit

class enemiesValue: SKSpriteNode {
    var health: Int = 3
}

class bulletValue: SKSpriteNode {
    var damage: Int = 1
}

class GameScene: SKScene, SKPhysicsContactDelegate {

var player: SKSpriteNode!
var touchLocation: CGPoint!
var timeSpawnEnemies: Timer!
var timeSpawnBullet: Timer!

struct PhysicsCategory {
    static let enemyCategory: UInt32 = 0x1 << 1
    static let bulletCategory: UInt32 = 0x1 << 0
}

override func didMove(to view: SKView) {
    self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
    self.physicsWorld.contactDelegate = self

    //playerAdd()
    timeSpawnEnemies = Timer.scheduledTimer(timeInterval: 2.75, target: self, selector: #selector(enemiesAdd), userInfo: nil, repeats: true)

}

@objc func enemiesAdd() {
    let enemyNode = enemiesValue(imageNamed: "enemy")
    let randomPos = GKRandomDistribution(lowestValue: -350, highestValue: 350)
    let pos = CGFloat(randomPos.nextInt())
    enemyNode.position = CGPoint(x: pos, y: 800)
    enemyNode.size = CGSize(width: 50, height: 50)
    enemyNode.yScale = 1.5
    enemyNode.xScale = 1.5

    //enemyNode.userData = ["health": 3]

    enemyNode.physicsBody = SKPhysicsBody(rectangleOf: enemyNode.size)
    enemyNode.physicsBody?.isDynamic = true
    enemyNode.physicsBody?.categoryBitMask = PhysicsCategory.enemyCategory
    enemyNode.physicsBody?.contactTestBitMask = PhysicsCategory.bulletCategory
    enemyNode.physicsBody?.collisionBitMask = 0

    self.addChild(enemyNode)

    let animDuration: TimeInterval = 16

    var actions = [SKAction]()

    actions.append(SKAction.move(to: CGPoint(x: pos, y: -800), duration: animDuration))
    actions.append(SKAction.removeFromParent())

    enemyNode.run(SKAction.sequence(actions))
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    //timeSpawnBullet = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(shoot), userInfo: nil, repeats: true)
    shoot()

}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    //timeSpawnBullet.invalidate()
}

@objc func shoot() {
    let bullet = bulletValue(imageNamed: "bullet")
    bullet.size = CGSize(width: 75, height: 25)
    bullet.position = player.position

    bullet.physicsBody = SKPhysicsBody(rectangleOf: bullet.size)
    bullet.physicsBody?.isDynamic = true
    bullet.physicsBody?.categoryBitMask = PhysicsCategory.bulletCategory
    bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemyCategory
    bullet.physicsBody?.collisionBitMask = 0
    bullet.physicsBody?.usesPreciseCollisionDetection = true


    self.addChild(bullet)

    let animDuration: TimeInterval = 0.3

    var actions = [SKAction]()

    actions.append(SKAction.move(to: CGPoint(x: player.position.x, y: 800), duration: animDuration))
    actions.append(SKAction.removeFromParent())

    bullet.run(SKAction.sequence(actions))

}

func didBegin(_ contact: SKPhysicsContact) {
    let enemyBody: SKPhysicsBody
    let bulletBody: SKPhysicsBody

    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        bulletBody = contact.bodyA
        enemyBody = contact.bodyB
    } else {
        bulletBody = contact.bodyB
        enemyBody = contact.bodyA
}

    if (enemyBody.categoryBitMask & PhysicsCategory.enemyCategory) != 0 && (bulletBody.categoryBitMask & PhysicsCategory.bulletCategory) != 0 {


        collisionElementsBullets(bulletNode: bulletBody.node as! SKSpriteNode)


        collisionElementsEnemies(enemyNode: enemyBody.node as! SKSpriteNode)

    }
}

func collisionElementsBullets(bulletNode: SKSpriteNode) {

    bulletNode.removeFromParent()

}

func collisionElementsEnemies(enemyNode: SKSpriteNode) {

    enemyNode.removeFromParent()

}

}
导入SpriteKit
导入游戏工具包
类enemiesValue:SKSpriteNode{
变量运行状况:Int=3
}
类bulletValue:SKSpriteNode{
var损坏:Int=1
}
类游戏场景:SKScene,SKPhysicContactDelegate{
var玩家:斯普林泰诺德!
var touchLocation:CGPoint!
var timeSpawnEnemies:计时器!
var timeSpawnBullet:计时器!
结构物理分类{
静态let-enemyCategory:UInt32=0x1
由于您的
enemiesValue
(顺便说一句,它应该大写并重命名。我将其称为
EnemySprite
)是
SKSpriteNode
的后代。您可以将此类型作为参数类型放入
collisionElementsEnemies
中。然后降低敌人的生命值,并在其生命值降至零时将其从父级移除

您可以这样调用此方法:

collisionElementsEnemies(enemyNode: enemyBody.node as! enemiesValue)

嗨,丹尼斯。参考一些网站/地点,在那里你试图找到解决方案,你是如何植入它们的(包括错误代码,如果需要的话)。如果它的外部堆叠重叠,你可以考虑粘贴要点(你和他们之间的措辞上的差异)。
collisionElementsEnemies(enemyNode: enemyBody.node as! enemiesValue)