![]()
补充一下,Sprite是精灵的意思喔~是不是感觉萌萌哒~~~~~
SpriteKit节点:
不同的节点做不同的事情:
SKSpriteNode:显示一个图像或者一个彩色矩形。
SKLabelNode:显示文本
SKShapeNode:显示任意UIBezIErPath
SKEffectNode:向其所有子节点应用图像特效,比如模糊或者色移。
空的SKNode对象,可以将多个节点划分为一组。
下面是使用SKSpriteNode显示一个小黄人图片的栗子:
import UIKitimport SpriteKitclass GameScene: SKScene { overrIDe func dIDMovetoVIEw(vIEw: SKVIEw) { // 当屏幕发生变化时的效果 self.scaleMode = .AspectFill let label = SKLabelNode(text: "I am littleYellowMan") label.position = CGPoint(x: size.wIDth/2.0,y: size.height/2.0) let spriteNode1 = SKSpriteNode(imagenamed: "littleYellowMan.jpg") spriteNode1.position = CGPoint(x: size.wIDth/2.0,y: size.height/3.5) spriteNode1.size = CGSize(wIDth: size.wIDth,height: size.height/3) self.addChild(spriteNode1) self.addChild(label) }} import UIKitimport SpriteKitclass spriteKitVIEwController: UIVIEwController { overrIDe func vIEwDIDLoad() { super.vIEwDIDLoad() let scene = GameScene(size:self.vIEw.bounds.size) scene.backgroundcolor = UIcolor.graycolor() scene.scaleMode = .AspectFill let skVIEw = self.vIEw as! SKVIEw //let TransitionOne = SKTransition.moveInWithDirection(SKTransitionDirection.Right,duration: 0.5) skVIEw.presentScene(scene) }} ok,下面要来试一试接受点击事件:并且做场景切换,这一步需要3个文件咯,那个func touchesBegan负责处理点击事件咯~
import UIKitimport SpriteKitclass MenuScene: SKScene { overrIDe func dIDMovetoVIEw(vIEw: SKVIEw) { let lableOfMenu = SKLabelNode(text: "welcome to YellowMoon!") lableOfMenu.FontSize = 20 lableOfMenu.position = CGPoint(x: size.wIDth/2.0,y: size.height/2.0) self.addChild(lableOfMenu) } overrIDe func touchesBegan(touches: Set<UItouch>,withEvent event: UIEvent?) { let showSprite = GameScene(size:self.size) let TransitionFromHere = SKTransition.moveInWithDirection(SKTransitionDirection.Right,duration: 0.5) self.vIEw?.presentScene(showSprite,Transition: TransitionFromHere) }} import UIKitimport SpriteKitclass GameScene: SKScene { overrIDe func dIDMovetoVIEw(vIEw: SKVIEw) { // 当屏幕发生变化时的效果 self.scaleMode = .AspectFill let label = SKLabelNode(text: "I am littleYellowMan") label.position = CGPoint(x: size.wIDth/2.0,height: size.height/3) self.addChild(spriteNode1) self.addChild(label) }} import UIKitimport SpriteKitclass spriteKitVIEwController: UIVIEwController { overrIDe func vIEwDIDLoad() { super.vIEwDIDLoad() let scene = MenuScene(size:self.vIEw.bounds.size) scene.backgroundcolor = UIcolor.graycolor() scene.scaleMode = .AspectFill let skVIEw = self.vIEw as! SKVIEw //let TransitionOne = SKTransition.moveInWithDirection(SKTransitionDirection.Right,duration: 0.5) skVIEw.presentScene(scene) }} 总结 以上是内存溢出为你收集整理的swift 快速奔跑的兔几 本节的内容是:SpriteKit第二讲全部内容,希望文章能够帮你解决swift 快速奔跑的兔几 本节的内容是:SpriteKit第二讲所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
微信扫一扫
支付宝扫一扫
评论列表(0条)