然后,我们将使用表示可应用于节点的图像的SKTexture对象声明变量纹理。作为参数,我们将应用图像玩家/ 0以使玩家在空闲状态期间保持静止。最后,我们将声明一个操作,将图像附加到我们之前选择的玩家。...LandingState.Type, is IdleState.Type: return false default: return true } } let textures = SKTexture...WalkingState.Type : return false default: return true } } let textures : Array = (0..<6).map({ return "player/\($0)"}).map(SKTexture.init) lazy var action = { SKAction.repeatForever...let textures : Array = (0..<2).map({ return "jump/\($0)"}).map(SKTexture.init) lazy var action
设置飞行动作,触摸事件 - (void)addHeroNode { self.hero=[SKSpriteNode spriteNodeWithImageNamed:@"player"]; SKTexture...* texture=[SKTexture textureWithImageNamed:@"player"]; _hero.physicsBody=[SKPhysicsBody bodyWithTexture...hero.physicsBody.restitution = 0.4; _hero.physicsBody.usesPreciseCollisionDetection = NO; [self addChild:_hero]; // SKTexture...* texture1=[SKTexture textureWithImageNamed:@"player"]; // SKTexture* texture2=[SKTexture textureWithImageNamed
- (void)didMoveToView:(SKView *)view { _heroNode = [SKSpriteNode spriteNodeWithTexture:[SKTexture...- (void)addEnemy { SKSpriteNode *enemy = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed...- (void)shot { SKSpriteNode* bulletNode = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed
纹理的读取源有以下四种: UIImage 全景格式的图像,如cube images(六张图像) CALayer SpriteKit scene SKTexture, MDLTexture, MTLTexture
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