SpriteKit中常用的类 SKSpriteNode 用于绘制精灵纹理 SKVideoNode 用于播放视频 SKLabelNode 用于渲染文本 SKShapeNode 用于渲染基于Core Graphics 设置障碍物移动Action 5.设置开始面板角色及初始Action 6.加载所有内容节点 初始化 - (void)initalize { [super initalize]; SKSpriteNode * background=[SKSpriteNode spriteNodeWithImageNamed:@"sky.png"]; background.size = self.view.frame.size *upWall = [SKSpriteNode spriteNodeWithColor:COLOR_WALL size:CGSizeMake(WALL_WIDTH, upHeight)]; *hole = [SKSpriteNode spriteNodeWithColor:[UIColor clearColor] size:CGSizeMake(WALL_WIDTH, holeLength
image image image image 生成粒子对象 初始化 SKSpriteNode 对象,并为它加上粒子特效,代码如下: func generateNewSpriteNode(color : UIColor) -> SKSpriteNode{ let node = SKSpriteNode(color: color, size: CGSize(width: 30, height particle let random = Int(arc4random_uniform(UInt32(self.colors.count))) let node: SKSpriteNode
SKNode的几大子类包括: SKSpriteNode(用于绘制精灵纹理); SKVideoNode(用于播放视频); SKLabelNode(用于渲染文本); SKShapeNode(用于渲染基于Core - (void)didMoveToView:(SKView *)view { _heroNode = [SKSpriteNode spriteNodeWithTexture:[SKTexture - (void)addEnemy { SKSpriteNode *enemy = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed - (void)shot { SKSpriteNode* bulletNode = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed } tempNum++; NSMutableArray *bulletsToDelete = [[NSMutableArray alloc] init]; for (SKSpriteNode
// Hearts var heartsArray = [SKSpriteNode]() let heartContainer = SKSpriteNode() heartsArray的括号表示我们正在创建一个空数组 func fillHearts(count: Int) { for index in 1...count { let heart = SKSpriteNode(imageNamed
let node = SKSpriteNode(imageNamed: "meteor") node.name = "Meteor" let randomXPosition = Int(arc4random_uniform func createMolten(at position: CGPoint) { let node = SKSpriteNode(imageNamed: "molten") node.position.x
结果会像这个样子 新建一个战斗机类 FighterSpriteNode.swift import SpriteKit class FighterSpriteNode : SKSpriteNode {