SpriteKitゲームで爆発パーティクルの配置に問題があります。ミサイルが敵と衝突するとき、私は「ファンク爆発」と呼ぶが、爆発は殺された敵がどこであるのかではなく、スクリーンの真ん中にある。私は "敵の位置"に一致するように "explosion.position"を設定しましたが、画面の中央で爆発が起こっていますが、どのように爆発位置が殺された敵の位置と同じになるように変更できますか?SpriteKitパーティクルファイルの位置
func spawnExplosion() {
let explosionEmmiter = Bundle.main.path(forResource:
"ParticleExplosion", ofType: "sks")
let explosion = NSKeyedUnarchiver.unarchiveObject(withFile:
explosionEmmiter as! String) as! SKEmitterNode
explosion.position = CGPoint(x: enemy.position.x, y:
enemy.position.y)
explosion.zPosition = 3
explosion.targetNode = self
self.addChild(explosion)
let wait = SKAction.wait(forDuration: 0.5)
let removeExplosion = SKAction.run {
explosion.removeFromParent()
}
self.run(SKAction.sequence([wait, removeExplosion]))
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Enemy" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Enemy" && secondBody.node?.name ==
"Missile" {
spawnExplosion()
}
func createEnemiesLeft() {
let enemyTexture1 = SKTexture(imageNamed: "Enemy1")
let enemyTexture2 = SKTexture(imageNamed: "Enemy2")
let enemyTexture3 = SKTexture(imageNamed: "Enemy3")
let enemyTexture4 = SKTexture(imageNamed: "Enemy4")
let enemyTexture5 = SKTexture(imageNamed: "Enemy5")
let enemyTexture6 = SKTexture(imageNamed: "Enemy6")
let enemyTexture7 = SKTexture(imageNamed: "Enemy7")
let enemyTexture8 = SKTexture(imageNamed: "Enemy8")
let enemyTexture9 = SKTexture(imageNamed: "Enemy9")
let enemyTexture10 = SKTexture(imageNamed: "Enemy10")
let animation = SKAction.animate(with: [enemyTexture1,
enemyTexture2, enemyTexture3, enemyTexture4, enemyTexture5,
enemyTexture6, enemyTexture7, enemyTexture8, enemyTexture9,
enemyTexture10], timePerFrame: 0.1)
let makeEnemyRun = SKAction.repeatForever(animation)
let enemy = SKSpriteNode(texture: enemyTexture1)
enemy.name = "Enemy"
enemy.setScale(0.1)
enemy.anchorPoint = CGPoint(x: 0.5, y: 0.5)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.height
/2)
enemy.physicsBody?.categoryBitMask = ColliderType.Enemy
enemy.physicsBody?.affectedByGravity = false
enemy.zPosition = 3
enemy.position.y = self.frame.height + 100
enemy.position.x = CGFloat.randomBetweenNumbers(firstNum: -347.5,
secondNum: -85)
enemy.run(makeEnemyRun)
self.addChild(enemy)
let destination = self.frame.height * 0.5
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
enemy.run(SKAction.sequence([move, remove]), withKey:
"MoveEnemiesLeft")
}
func spawnEnemiesLeft() {
let spawn = SKAction.run({() -> Void in
self.createEnemiesLeft()
})
let delay = SKAction.wait(forDuration: TimeInterval(1))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey:
"SpawnEnemiesLeft")
}
func createEnemiesRight() {
let enemyTexture1 = SKTexture(imageNamed: "Enemy1")
let enemyTexture2 = SKTexture(imageNamed: "Enemy2")
let enemyTexture3 = SKTexture(imageNamed: "Enemy3")
let enemyTexture4 = SKTexture(imageNamed: "Enemy4")
let enemyTexture5 = SKTexture(imageNamed: "Enemy5")
let enemyTexture6 = SKTexture(imageNamed: "Enemy6")
let enemyTexture7 = SKTexture(imageNamed: "Enemy7")
let enemyTexture8 = SKTexture(imageNamed: "Enemy8")
let enemyTexture9 = SKTexture(imageNamed: "Enemy9")
let enemyTexture10 = SKTexture(imageNamed: "Enemy10")
let animation = SKAction.animate(with: [enemyTexture1,
enemyTexture2, enemyTexture3, enemyTexture4, enemyTexture5,
enemyTexture6, enemyTexture7, enemyTexture8, enemyTexture9,
enemyTexture10], timePerFrame: 0.1)
let makeEnemyRun = SKAction.repeatForever(animation)
let enemy = SKSpriteNode(texture: enemyTexture1)
enemy.name = "Enemy"
enemy.setScale(0.1)
enemy.anchorPoint = CGPoint(x: 0.5, y: 0.5)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.height
/2)
enemy.physicsBody?.categoryBitMask = ColliderType.Enemy
enemy.physicsBody?.affectedByGravity = false
enemy.zPosition = 3
enemy.position.y = self.frame.height + 100
enemy.position.x = CGFloat.randomBetweenNumbers(firstNum: 85,
secondNum: 347.5)
enemy.run(makeEnemyRun)
self.addChild(enemy)
let destination = self.frame.height * 0.5
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
enemy.run(SKAction.sequence([move, remove]), withKey:
"MoveEnemiesRight")
}
func spawnEnemiesRight() {
let spawn = SKAction.run({() -> Void in
self.createEnemiesRight()
})
let delay = SKAction.wait(forDuration: TimeInterval(1))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey:
"SpawnEnemiesRight")
}
}
は、あなたの敵がシーンではない親を持つがある可能性があります場合は、あなたがしなければなりません。専用の機能で座標を現在のシーンに変換する –
質問を編集して敵の機能を追加しました。敵の機能。他に何があるかも知っていますか? – Flinigan