gameplay-kit

How to conform to NSCopying and implement copyWithZone in Swift 2?

大兔子大兔子 提交于 2019-11-30 08:28:37
I would like to implement a simple GKGameModel in Swift 2. Apple's example is expressed in Objective-C and includes this method declaration (as required by protocol NSCopying from which GKGameModel inherits): - (id)copyWithZone:(NSZone *)zone { AAPLBoard *copy = [[[self class] allocWithZone:zone] init]; [copy setGameModel:self]; return copy; } How does this translate into Swift 2? Is the following appropriate in terms of efficiency and ignoring zone? func copyWithZone(zone: NSZone) -> AnyObject { let copy = GameModel() // ... copy properties return copy } zrzka NSZone is no longer used in

How to access the object of Navigation graph in SpriteKit scene editor

喜欢而已 提交于 2019-11-30 05:21:09
I am working with SpriteKit and draw a scene by the help of the scene editor in xcode. According to SpriteKit, we can use Navigation graph to draw the paths and I am able to draw a path using navigation graph but i am not able to access this object in swift back-end. How to access this Navigation graph object from the scene. In the default SpriteKit template the GameViewController has a section in the viewDidLoad function that copies over the Scene Editors Entities and Graphs. class GameViewController: UIViewController { private var sceneNode: GameScene! override func viewDidLoad() { super

How to conform to NSCopying and implement copyWithZone in Swift 2?

匆匆过客 提交于 2019-11-29 11:59:44
问题 I would like to implement a simple GKGameModel in Swift 2. Apple's example is expressed in Objective-C and includes this method declaration (as required by protocol NSCopying from which GKGameModel inherits): - (id)copyWithZone:(NSZone *)zone { AAPLBoard *copy = [[[self class] allocWithZone:zone] init]; [copy setGameModel:self]; return copy; } How does this translate into Swift 2? Is the following appropriate in terms of efficiency and ignoring zone? func copyWithZone(zone: NSZone) ->

`-costToNode:` Not Sent to GKGraphNode2D Subclass in GameplayKit

China☆狼群 提交于 2019-11-28 12:17:57
I have what is perhaps a stupid question about Apple's new GameplayKit. I am creating a 2D grid-based node layout for my game. I mostly love the functionality of the GKGraphNode2D , but would like to tweak it in one way. I'd like to conditionally add a penalty when traversing a certain kind of node pair. In other words, I want some nodes connected in a straight-forward way, and some nodes connected such that their traversal distance is modified by my app. I thought subclassing GKGraphNode2D and overriding -costToNode: and -estimatedCostToNode: would work perfectly! I'd return the value

`-costToNode:` Not Sent to GKGraphNode2D Subclass in GameplayKit

混江龙づ霸主 提交于 2019-11-27 06:52:14
问题 I have what is perhaps a stupid question about Apple's new GameplayKit. I am creating a 2D grid-based node layout for my game. I mostly love the functionality of the GKGraphNode2D , but would like to tweak it in one way. I'd like to conditionally add a penalty when traversing a certain kind of node pair. In other words, I want some nodes connected in a straight-forward way, and some nodes connected such that their traversal distance is modified by my app. I thought subclassing GKGraphNode2D