我想按顺序生成敌人。所以为此写了一个代码,但无法理解为什么只有两个第一个敌人出现在正确的位置,而其余的则出现在错误的位置。这是代码:
func addDoor() {
for i in 0...1 {
let doorSprite = SKSpriteNode(imageNamed: "Door")
doorSprite.name = "door\(i)"
if i == 0 {
doorSprite.position = CGPointMake(self.frame.size.width / 2.0 - 40.0 - doorSprite.frame.size.width, self.frame.size.height - doorSprite.frame.size.height / 2.0)
} else {
doorSprite.position = CGPointMake(self.frame.size.width / 2.0 + 40.0 + doorSprite.frame.size.width, self.frame.size.height - doorSprite.frame.size.height / 2.0)
}
gameLayer.addChild(doorSprite)
}
}
func enemySpawn() {
for i in 0..<15 {
let sprite = Enemy(imageNamed: "Enemy")
sprite.name = "enemy\(i)"
let randDoor = Int(arc4random_uniform(2))
if randDoor == 0 {
if let door = gameLayer.childNodeWithName("door\(randDoor)") {
sprite.position = CGPointMake((door.position.x - door.frame.size.width / 2.0) + spawnPoint(UInt32(door.frame.size.width - sprite.frame.size.width)) + sprite.frame.size.width / 2.0, door.position.y)
}
} else {
if let door = homeLayer.childNodeWithName("door\(randDoor)") {
sprite.position = CGPointMake((door.position.x - door.frame.size.width / 2.0) + spawnPoint(UInt32(door.frame.size.width - sprite.frame.size.width)) + sprite.frame.size.width / 2.0, door.position.y)
}
}
}
enemiesLayer.runAction(SKAction.waitForDuration(NSTimeInterval(i)), completion: {
self.enemiesLayer.addChild(sprite)
})
}
}
func spawnPoint(num: UInt32) -> CGFloat {
let randomSpawn: CGFloat = CGFloat(arc4random_uniform(num))
return randomSpawn
}
最佳答案
一方面,if
和 else
block 中的逻辑完全相同。
我不太确定您在这里要做什么,或者应该如何使用 randDoor
变量,但是整个 if - else
block 是'做任何事情。
关于ios - 生成敌人在 spritekit/swift 中效果不佳,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35034831/