我创建了一个带有动画纹理图集的精灵。然后,我希望该动画根据精灵前进的方向而改变。我尝试使用“self.player!.texture = firstFrametexture(ofatlas)”来做到这一点
这是我构建播放器的地方(放在 didMove 中,但动画无需移动即可开始?)
func buildPlayer() {
let playerAnimatedAtlas = SKTextureAtlas(named: "animation")
var walkFrames: [SKTexture] = []
let numImages = playerAnimatedAtlas.textureNames.count
for i in 1...numImages {
let playerTextureName = "player\(i)"
walkFrames.append(playerAnimatedAtlas.textureNamed(playerTextureName))
}
walkingPlayer = walkFrames
let firstFrameTexture = walkingPlayer[0]
player! = SKSpriteNode(texture: firstFrameTexture)
player!.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(player!)
}
这是我为播放器设置动画的地方
func animatePlayer() {
player!.run(SKAction.repeatForever(
SKAction.animate(with: walkingPlayer,
timePerFrame: 0.5,
resize: false,
restore: true)),
withKey:"walkingInPlacePlayer")
}
这是我尝试更改动画的地方。一切正常,if 语句正确执行。只是没有任何改变
override func touchesBegan(_ touches: Set, with event: UIEvent?) { super.touchesBegan(touches, with: event)
if let location = touches.first?.location(in: self) {
let horizontalAction = SKAction.move(to: location, duration: 1.0)
horizontalAction.timingMode = SKActionTimingMode.easeOut
player?.run(horizontalAction)
let playerAnimatedAtlas = SKTextureAtlas(named: "animation")
let lplayerAnimatedAtlas = SKTextureAtlas(named: "animationleft")
var walkFrames: [SKTexture] = []
var lwalkFrames: [SKTexture] = []
let numImages = playerAnimatedAtlas.textureNames.count
for i in 1...numImages {
let playerTextureName = "player\(i)"
let playerLeftTextureName = "lplayer\(i)"
walkFrames.append(playerAnimatedAtlas.textureNamed(playerTextureName))
lwalkFrames.append(lplayerAnimatedAtlas.textureNamed(playerLeftTextureName))
}
walkingPlayer = walkFrames
lwalkingPlayer = lwalkFrames
let firstFrameTexture = walkingPlayer[0]
let leftFrameTexture = lwalkingPlayer[0]
if location.x > player!.position.x {
self.player!.texture = firstFrameTexture
print("rightsuccess")
} else if location.x < player!.position.x {
self.player!.texture = leftFrameTexture
print("leftsuccess")
}
}
}