无法使粒子跟随spriteKit中的路径

时间:2015-04-01 03:50:40

标签: objective-c iphone swift sprite-kit skemitternode

这是XCode SKEmitter编辑器中的动画(我希望在iPhone上实现这一点):

enter image description here

这是iPhone上的动画(我不想要这个动画):

enter image description here

使用此代码:

    let sparkEmmiter = SKEmitterNode(fileNamed: "fireflies.sks")
    self.addChild(sparkEmmiter) // self is a SKScene

    var circle: CGPathRef? = nil
    circle = CGPathCreateWithEllipseInRect(CGRectMake(400, 200, 200, 200), nil)
    let followTrack = SKAction.followPath(circle!, asOffset: false, orientToPath: true, duration: 3.0)
    let followTrackForever = SKAction.repeatActionForever(followTrack)
    //sparkEmmiter.runAction(followTrackForever)
    sparkEmmiter.particleAction = followTrackForever;

这是发射器设置:

enter image description here

我通过引用这个question尝试了runAction和particleAction,但它不能正常工作......

-----------------的更新 ---------------------- ------------------------

尝试了hamobi提到的解决方案(仍然不起作用):

    //If I were you:
    // 1) I'd make a sprite and 
    let texture = SKTexture(imageNamed: "spark")
    let mySprite = SKSpriteNode(texture: texture)
    self.addChild(mySprite)

    // 2) add the emitter in your first example as a child.
    let sparkEmmiter = SKEmitterNode(fileNamed: "fireflies.sks")
    mySprite.addChild(sparkEmmiter)

    // 3) I'd set the emitters targetNode to the scene.
    sparkEmmiter.targetNode = self

    // 4) Then I'd just animate the sprite itself in an arc.
    var circle: CGPathRef? = nil
    circle = CGPathCreateWithEllipseInRect(CGRectMake(400, 200, 200, 200), nil)
    let followTrack = SKAction.followPath(circle!, asOffset: false, orientToPath: true, duration: 3.0)
    let followTrackForever = SKAction.repeatActionForever(followTrack)
    //sparkEmmiter.runAction(followTrackForever)
    sparkEmmiter.particleAction = followTrackForever;

enter image description here

----------------- 更新2 --------------------- -------------------------

知道了!感谢Hamobi:D这是结果:D:D

enter image description here

1 个答案:

答案 0 :(得分:4)

如果我是你,我会做一个精灵,并在你孩子的第一个例子中添加发射器。我将发射器targetNode设置为场景。然后,我只是在弧形中为精灵本身制作动画。

修改

好的,所以你错过的主要是你应该忘记使用particleAction。让mySprite运行followTrackForever操作。

继承我的代码

//If I were you:
// 1) I'd make a sprite and
let texture = SKTexture(imageNamed: "spark")
let mySprite = SKSpriteNode(texture: texture)
mySprite.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
self.addChild(mySprite)

// 2) add the emitter in your first example as a child.
let sparkEmmiter = SKEmitterNode(fileNamed: "fireflies.sks")
mySprite.addChild(sparkEmmiter)

// 3) I'd set the emitters targetNode to the scene.
sparkEmmiter.targetNode = self

// 4) Then I'd just animate the sprite itself in an arc.
var circle: CGPathRef? = nil
circle = CGPathCreateWithEllipseInRect(CGRectMake(100, 200, 200, 200), nil)
let followTrack = SKAction.followPath(circle!, asOffset: false, orientToPath: true, duration: 3.0)
let followTrackForever = SKAction.repeatActionForever(followTrack)
mySprite.runAction(followTrackForever)

我的粒子的截图

enter image description here

我的粒子在行动

enter image description here