类纹理会更改,但不会显示

时间:2016-12-22 05:45:24

标签: class textures

在我制作的程序中,我试图让两种不同纹理的作品属于同一类。

由于这个类是一个子类,我必须将纹理设置为super.init中的默认纹理。我确实改变了纹理,但是在程序运行时只显示默认纹理。

我试图打印纹理,并说纹理已经改变。发生了什么事?

注意:我正在使用棋子作为支架。红色的棋子是一体的(和红队的一个)。图像应显示黑色检查件

问题在于:

enter image description here

这是打印输出。

enter image description here

以下是产卵和步枪兵类的代码:

func spawnBlueRiflemen(at: CGPoint) {
        let newBlueRifle = rifleman()
        newBlueRifle.texture = textureBlueRifle
        newBlueRifle.position = at
        newBlueRifle.team = "Blue"
        print("\(newBlueRifle.texture)")
        self.addChild(newBlueRifle)
    }

class rifleman: Character, pTargetable{
    var health = 10
    init() {
        super.init(tag: 0, team: "generic", currentAction: 0, texture: textureRedRifle)
        var xSize = texture.size().width            // Create The texture for the top ( visible sprite )
        var ySize = texture.size().height
        var size = CGSize(width: xSize, height: ySize)
        self.physicsBody = SKPhysicsBody(texture: texture, size: size)
        self.physicsBody?.isDynamic = false
        self.physicsBody?.affectedByGravity = false            // ( physical body stuff )
        self.physicsBody?.mass = 1.0
        self.name = "\(tag)"
        var top = SKSpriteNode(texture: texture, size: size)
        top.zPosition = layers.characters
        top.color = SKColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
        top.colorBlendFactor = 1.0
        self.addChild(top)
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    func takeDamage(damage: Int) {
        health -= damage
        print("\(tag) lost \(damage) hit points")

        if health <= 0 {
            die()
            print("\(tag) is dead now")
        }
    }

}

1 个答案:

答案 0 :(得分:0)

你必须初始化&#34;纹理&#34;在子类内部&#34;步枪兵&#34;使纹理可以改变。

E.g。

...

class rifleman: Character, pTargetable{
    var health = 10
    init(texture: SKTexture) {
        super.init(tag: 0, team: "generic", currentAction: 0, texture: texture)

...

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