我有三个节点--世界,玩家和“玩家愿景”。这个世界和vision SKShapeNodes以及我的播放器都使用自定义的SKShapeNode子类。当我移动世界的时候,所有的玩家都会跟着移动,但是当我移动玩家的时候,视觉节点就会固定在它的位置上。这是什么原因?
这是我的玩家课:
class Character : SKShapeNode {
var vision : SKShapeNode
var spinning = false
init(size: CGSize) {
vision = SKShapeNode()
// Player Shape
super.init()
self.path = SKShapeNode(rectOfSize: size).path
self.fillColor = SKColor.blackColor()
self.strokeColor = SKColor.blackColor()
self.name = "Player"
// Player Physics Body
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size)
self.physicsBody.restitution = 0
self.physicsBody.allowsRotation = false
self.physicsBody.categoryBitMask = ColliderType.Player.toRaw()
self.physicsBody.collisionBitMask = ColliderType.Wall.toRaw()
self.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw() | ColliderType.Player.toRaw() | ColliderType.Enemy.toRaw()
// Vision Shape
vision = SKShapeNode(rectOfSize: CGSize(width: 200, height: 1))
vision.fillColor = SKColor.greenColor()
// Vision Physics body
vision.physicsBody = SKPhysicsBody(rectangleOfSize: vision.frame.size)
vision.physicsBody.affectedByGravity = false
vision.physicsBody.categoryBitMask = ColliderType.Vision.toRaw()
vision.physicsBody.collisionBitMask = 0
vision.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw()
self.addChild(vision)
}
}发布于 2014-07-26 00:10:02
问题是,由于物理引擎本身的physicsBody,视觉节点会受到物理引擎与其父引擎的单独影响。解决方案是在框架的position步骤中将vision节点的CGPoint(0, 0)属性设置为CGPoint(0, 0)(或您希望它位于父坐标系中的任何位置)。这将导致将视觉节点重置为“跟踪”父节点。
https://stackoverflow.com/questions/24965533
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