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Renovating the GameScene class
We have made quite a few changes to our project. Luckily, this is the last major overhaul of the previous animation code. Moving forward, we will use the terrific structure we built in this chapter. At this point, your GameScene.swift
file should look something like the following:
import SpriteKit class GameScene: SKScene { let cam = SKCameraNode() let ground = Ground() let player = Player() override func didMove(to view: SKView) { self.anchorPoint = .zero self.backgroundColor = UIColor(red: 0.4, green: 0.6, blue: 0.95, alpha: 1.0) // Assign the camera to the scene self.camera = cam // Spawn our test bees: let bee2 = Bee() bee2.position = CGPoint(x: 325, y: 325) self.addChild(bee2) let bee3 = Bee() bee3.position = CGPoint(x: 200, y: 325) self.addChild(bee3) // Add the ground to the scene: ground.position = CGPoint(x: -self.size.width * 2, y: 150) ground.size = CGSize(width: self.size.width * 6, height: 0) ground.createChildren() self.addChild(ground) // Add the player to the scene: player.position = CGPoint(x: 150, y: 250) self.addChild(player) } override func didSimulatePhysics() { // Keep the camera centered on the player self.camera!.position = player.position } }
Run the project. You will see our new penguin hovering near the bees. Great work; we are now ready to explore the physics system with all of our new nodes. Your simulator should look something like this screenshot: