所以我有一个名为FlashyPaddleEffect
. 我也在另一个类中提到它GameScene
,但它没有应用它应该的任何效果。桨应该闪烁蓝色和白色,但它只是保持白色。当它是蓝色时,桨也应该失去它的物理体。
如果您需要任何其他信息,请随时询问。
注意:我给出的代码可能存在问题(因为缩进,通过每行缩进 4 个空格来编写代码非常棘手,抱歉)。
import SpriteKit
import GameplayKit
class FlashyPaddleEffect {
var node = SKSpriteNode()
var ballNode = SKSpriteNode()
var updateTimer: Timer? = nil
var timer: Timer? = nil
@objc func changeNodeColor() {
switch node.color {
case SKColor.blue: node.color = SKColor.white
case SKColor.white: node.color = SKColor.blue
default: _ = 1 + 2
}
}
@objc func update() //I used the objc prefix to silence the warning the selectors of the timers produced. {
let previousPhysicsBody = node.physicsBody
if node.color == SKColor.blue {
node.physicsBody = nil
}
node.physicsBody = previousPhysicsBody
}
func make(applyEffectTo: SKSpriteNode, ball: SKSpriteNode) {
node = applyEffectTo
ballNode = ball
timer = Timer.scheduledTimer(timeInterval: 0.6, target: self, selector: #selector(changeNodeColor), userInfo: nil, repeats: true)
updateTimer = Timer.scheduledTimer(timeInterval: 0.3, target: self, selector: #selector(update), userInfo: nil, repeats: true)
_ = node
_ = timer
}
}
class GameScene: SKScene {
var ball = SKSpriteNode()
var player = SKSpriteNode()
var enemy = SKSpriteNode()
var scores = [0, 0]
var initScores = [0, 0]
var scoreLabels: [SKLabelNode]? = nil
let playLabel = SKLabelNode()
let timeLabel = SKLabelNode()
let timeUpLabel = SKLabelNode()
var secondsLeft: Int = 180
var initialTime: Int? = nil
var timer = Timer()
var amountOfPauseMenuCloses = 0
var resultsLabel = SKLabelNode()
let flashEffect = FlashyPaddleEffect() //I define a variable to mention the class easier later on.
override func didMove(to view: SKView) {
//Initialize nodes of the scene editor.
ball = self.childNode(withName: "Ball") as! SKSpriteNode
player = self.childNode(withName: "PPaddle") as! SKSpriteNode
enemy = self.childNode(withName: "EPaddle") as! SKSpriteNode
//Set styles for the Play Notification Label (referred to as PNL later)
playLabel.position = CGPoint(x: 0, y: 0)
playLabel.text = "Tap anywhere to play."
playLabel.name = "playLabel"
//Set styles for the Timer Label (referred to as Timer later)
timeLabel.position = CGPoint(x: 90, y: 0)
timeLabel.text = String(secondsLeft)
//Doing manipulations connected with scores here.
scores = [0, 0]
initScores = scores
scoreLabels = [self.childNode(withName: "PScoreLabel") as! SKLabelNode, self.childNode(withName: "EScoreLabel") as! SKLabelNode]
//Create a border for our ball to bounce off.
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
border.linearDamping = 0
border.angularDamping = 0
self.physicsBody = border
//To avoid the ball's damping.
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.angularDamping = 0
showPause() //Show the (pause) menu at the beginning
//Set a variable to refer to as a time standard later.
initialTime = secondsLeft
//The game timer.
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(reduceSecondFromTimer), userInfo: nil, repeats: true)
flashEffect.make(applyEffectTo: player, ball: ball) //This is where I reference the class in another class.
}
//A function to show the (pause) menu.
func showPause(hideNodes: Bool = true) {
self.addChild(playLabel)
if hideNodes == true {
ball.removeFromParent()
player.removeFromParent()
enemy.removeFromParent()
scoreLabels?[0].removeFromParent()
scoreLabels?[1].removeFromParent()
}
}
override func update(_ currentTime: TimeInterval) {
var alreadyChangedTextLabel = false
for i in scoreLabels! {
if i.name == "PScoreLabel" {i.text = String(scores[0])}
if i.name == "EScoreLabel" {i.text = String(scores[1])}
}
if ball.position.y <= player.position.y {scores[1] += 1}
if ball.position.y >= enemy.position.y {scores[0] += 1}
if secondsLeft == 0 {
showPause(hideNodes: false)
if alreadyChangedTextLabel == false {
timeUpLabel.text = "TIME UP! \(whoIsWinning(scores: scores)) won!"
alreadyChangedTextLabel = true
}
timeUpLabel.name = "timeUpLabel"
timeUpLabel.position = CGPoint(x: 0, y: 180)
if !(self.children.contains(timeUpLabel)) {
self.addChild(timeUpLabel)
}
timeLabel.removeFromParent()
}
if self.children.contains(playLabel) {
secondsLeft = initialTime!
}
timeLabel.text = String(secondsLeft)
let alignWithBall = SKAction.move(to: CGPoint(x: ball.position.x, y: enemy.position.y), duration: 0.8)
enemy.run(alignWithBall)
}
func initGame() {
//Initializing process for every game.
scores = initScores
ball.position = CGPoint(x: 0, y: 0)
if amountOfPauseMenuCloses == 1 {ball.physicsBody?.applyImpulse(CGVector(dx: 15, dy: 15))}
secondsLeft = initialTime!
timeLabel.text = String(secondsLeft)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for childNode in self.children {
if childNode.name == "playLabel" {
if self.children.contains(playLabel) {
playLabel.removeFromParent()
}
if !(self.children.contains(player)) {
self.addChild(player)
}
if !(self.children.contains(enemy)) {
self.addChild(enemy)
}
if !(self.children.contains(ball)) {
self.addChild(ball)
}
if !(self.children.contains((scoreLabels?[0])!)) {
self.addChild((scoreLabels?[0])!)
}
if !(self.children.contains((scoreLabels?[1])!)) {
self.addChild((scoreLabels?[1])!)
}
if !(self.children.contains(timeLabel)) {
self.addChild(timeLabel)
}
if self.children.contains(timeUpLabel) {
timeUpLabel.removeFromParent()
}
amountOfPauseMenuCloses += 1
initGame()
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
if self.nodes(at: t.location(in: self)).contains(player) {player.position.x = t.location(in: self).x}
}
}
func reduceSecondFromTimer() {
secondsLeft -= 1
}
func whoIsWinning(scores: Array<Int>) -> String {
var r: String? = nil
if scores[0] >= scores[1] {
r = "You"
}
if scores[1] >= scores[0] {
r = "Enemy"
}
return r!
}
}
非常感谢您的回答。PS这是我的第一个问题,所以不要严格评判我。