所以基本上我期待着隨機選擇4種不同顏色的球之一進入場景,每個場景都有一個動畫,物理屬性和運動間距,我已經編碼。我不確定如何製作陣列,然後從4個綵球的陣列中隨機選擇,以便隨機選擇一個球進入場景。 爲了讓它更清楚我在這裏要求的一些代碼(我只在這個代碼中使用兩個球,所以你不必多讀):如何從快速的精靈陣列中選擇
var moveandremove = SKAction()<這是在我的ballScene.swift
的產卵runBlock是內部didMovetoView
讓產卵= SKAction.runBlock({ ()在
self.allballs()
})
let delay = SKAction.waitForDuration(2.0)
let SpawnDelay = SKAction.sequence([spawn, delay])
let spawndelayforever = SKAction.repeatActionForever(SpawnDelay)
self.runAction(spawndelayforever)
let distance = CGFloat(brnball.frame.width * 20 + brnball.frame.width)
let moveball = SKAction.moveByX(-distance, y: 0, duration: NSTimeInterval(0.003 * distance))
let removeball = SKAction.removeFromParent()
moveandremove = SKAction.sequence([moveball])
}
func allballs() {
TextureAtlasblk = SKTextureAtlas(named: "blkball")
for i in 1...TextureAtlasblk.textureNames.count{
var Name = "blkball_\(i)"
blkarray.append(SKTexture(imageNamed: Name))
}
blkball = SKSpriteNode(imageNamed: "blkball_1")
blkball.position = CGPoint(x: CGRectGetMidX(self.frame) + 100, y: CGRectGetMidY(self.frame))
blkball.zPosition = 7
blkball.setScale(0.1)
self.addChild(blkball)
blkball.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(blkarray, timePerFrame: 0.2)))
//brownball
TextureAtlasbrn = SKTextureAtlas(named: "brnball")
for i in 1...TextureAtlasbrn.textureNames.count{
var Name = "brnball_\(i)"
brnarray.append(SKTexture(imageNamed: Name))
}
brnball = SKSpriteNode(imageNamed: "brnball_1")
brnball.position = CGPoint(x: CGRectGetMidX(self.frame) + 50, y: CGRectGetMidY(self.frame))
brnball.zPosition = 7
brnball.setScale(0.1)
self.addChild(brnball)
brnball.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(brnarray, timePerFrame: 0.2)))
這是我可怕的起點,在試圖讓一個數組從每個球的選擇(這是我allballs()函數中):
VAR ballarray:NSMutableArray的= [blkball,brnball,yelball,bluball]
runAction(moveandremove)
我是新來的迅速和漂亮的無望,將是真棒,如果有人可以幫助我:)
感謝
這就是它,你的傳奇!謝謝 :) – Youngiysh27