How can I match a random texture with another texture for animation?

时间:2016-02-12 19:54:17

标签: ios xcode swift animation sprite-kit

I have a ball for which I have different colors. The ball has two textures(texture1 and texture2) that I run to do an animation on them. I have different colored balls. Once I call a random function to call any random ball(texture1), my other function doesn't match it with the same ball color(texture2). For instance, if my texture1 calls redBallUp, my other function doesn't match it with redballDown, but randomly calls a texture. Sometimes, it matches it up, but the animation keeps switching between different textures, and sometimes, it doesn't call texture2 at all.

Here's how I set it up:

class GameScene: SKScene {

override func didMoveToView(view: SKView) {
     let ballTexture1 = SKTexture(imageNamed: getRandomBallUp())
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: getRandomBalldDown())
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
    }

func getRandomBallUp() -> String{
    let randomval = arc4random_uniform(6)
    var ballUp = ""
    switch(randomval)
    {
    case 0:
        ballUp = "BlueBallUp"
    case 1:
        ballUp = "DarkBlueBallUp"
    case 2:
        ballUp = "GreenBallUp"
    case 3:
        ballUp = "PurpleBallUp"
    case 4:
        ballUp = "RedBallUp"
    case 5:
        ballUp = "YellowBallUp"
    default:()
    }
    return ballUp
}

func getRandomBallDown() -> String{
    var ballDown = ""
    if (getRandomBallUp() == "BlueBallUp") {
        ballDown = "BlueBallDown"
    }
    if (getRandomBallUp() == "DarkBlueBallUp") {
        ballDown = "DarkBlueBallDown"
    }
    if (getRandomBallUp() == "GreenBallUp") {
        ballDown = "GreenBallDown"
    }
    if (getRandomBallUp() == "PurpleBallUp") {
        ballDown = "PurpleBallDown"
    }
    if (getRandomBallUp() == "RedBallUp") {
        ballDown = "RedBallDown"
    }
    else if (getRandomBallUp() == "YellowBallUp") {
        ballDown = "YellowBallDown"
    }
    return ballDown
}

2 个答案:

答案 0 :(得分:1)

Every time you call getRandomBallUp() you are generating a random value and returning a string based on that value. To avoid this, uou need to change your echo image_thumb( 'assets/images/picture-1/picture-1.jpg', 50, 50 ); to something like:

getRandomBallDown()

You need to also change your didMoveToView:

func getCorrespondingRandomBallDown(ballUp:String) -> String{
    var ballDown = ""
    if (ballUp == "BlueBallUp") {
        ballDown = "BlueBallDown"
    }
    if (ballUp == "DarkBlueBallUp") {
        ballDown = "DarkBlueBallDown"
    }
    if (getRandomBallUp() == "GreenBallUp") {
        ballDown = "GreenBallDown"
    }
    if (ballUp == "PurpleBallUp") {
        ballDown = "PurpleBallDown"
    }
    if (ballUp == "RedBallUp") {
        ballDown = "RedBallDown"
    }
    else if (ballUp == "YellowBallUp") {
        ballDown = "YellowBallDown"
    }
    return ballDown
}

答案 1 :(得分:1)

beyowulf有答案,但这是一个快速的宝贝,让我们使用它的一些功能:

func getRandomBall() -> (up:String,down:String){
    let randomval = arc4random_uniform(6)
    var ball = ""
    switch(randomval)
    {
    case 0:
        ball = "BlueBall"
    case 1:
        ball = "DarkBlueBall"
    case 2:
        ball = "GreenBall"
    case 3:
        ball = "PurpleBall"
    case 4:
        ball = "RedBall"
    case 5:
        ball = "YellowBall"
    default:()
    }
    return (up:"\(ball)Up",down:"\(ball)Down")
}

override func didMoveToView(view: SKView) {
     let ballTextureName = getRandomBall()
     let ballTexture1 = SKTexture(imageNamed: ballTextureName.up)
     ballTexture1.filteringMode = SKTextureFilteringMode.Nearest
     let ballTexture2 = SKTexture(imageNamed: ballTextureName.down)
     ballTexture2.filteringMode = SKTextureFilteringMode.Nearest

    let anim = SKAction.animateWithTextures([ballTexture1, ballTexture2], timePerFrame: 0.15)
    let upDown = SKAction.repeatActionForever(anim)

    ball = SKSpriteNode(texture: ballTexture1)
    ball.position = CGPoint(x: self.frame.size.width / 2.8, y:CGRectGetMidY(self.frame))
    ball.runAction(upDown)

    self.addChild(ball)
}
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