这就是我目前所做的。
patch1.position = CGPointMake(CGRectGetMidX(self.frame) - 80, CGRectGetMidY(self.frame) + 205)
patch1.yScale = 0.75
patch1.xScale = 0.75
self.addChild(patch1)
percent1.position = CGPointMake(CGRectGetMidX(self.frame) - 80, CGRectGetMidY(self.frame) + 125)
percent1.xScale = 0.5
percent1.yScale = 0.5
self.addChild(percent1)
patch2.position = CGPointMake(CGRectGetMidX(self.frame) - 80, CGRectGetMidY(self.frame) + 55)
patch2.yScale = 0.75
patch2.xScale = 0.75
self.addChild(patch2)
percent2.position = CGPointMake(CGRectGetMidX(self.frame) - 80, CGRectGetMidY(self.frame) - 25)
percent2.xScale = 0.5
percent2.yScale = 0.5
self.addChild(percent2)除了我每个人都有8个。我只是想,在说了这么多,做了这么多之后,经常更新这些将是一件痛苦的事情。有没有更好的方法来设置它们,以便更容易/更高效地更新它们?最后,我将添加一个函数,当点击percent++时
编辑:这是图片

发布于 2015-05-20 13:32:02
我不确定这些精灵节点在你的应用程序中做什么,但假设它们都在做类似的事情,你可以创建一个SKNode的子类,并在这个子类中声明它们。
class MySubclass: SKNode {
// Declare variables here.... initialize them in init().... ect.
let node1 = SKSpriteNode()
let node2 = SKSpriteNode()
override init(){
// DON'T FORGET TO ADD YOUR NODES AS CHILDREN!!
self.addChild(node1)
self.addChild(node2)
}
}然后在你的主视图中,你可以这样做:
let myNodeSubClass = MySubclass() //Assuming your subclass init doesn't have any parameters
override init(size: CGSize){
super.init(size)
myNodesubClass.position = CGPointMake(200, 200) //This will set the position of all the children of your sub class
}发布于 2015-05-20 13:44:58
你可以使用方法。
func createSomething(yPosition: CGFloat,xScale: CGFloat, yScale: CGFloat) {
let percent = SKSpriteNode(imageNamed:"Something")
percent.position = CGPointMake(self.frame.size.width / 2 - 80, self.frame.size.height / 2 + yPosition )
percent.xScale = xScale
percent.yScale = yScale
self.addChild(percent)
}您可以像这样添加对象:
self.createSomething(205, xScale: 0.75, yScale: 0.75);
self.createSomething(125, xScale: 0.5, yScale: 0.5);
self.createSomething(55, xScale: 0.75, yScale: 0.75);
self.createSomething(-25, xScale: 0.5, yScale: 0.5);https://stackoverflow.com/questions/30340423
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