1.初始化
+ (instancetype)node;+ (nullable instancetype)nodeWithFileNamed:(NSString*)filename;
2.返回边界边框
- (CGRect)calculateAccumulatedFrame;
3.坐标
//节点的父节点的位置坐标系统@property (nonatomic) CGPoint position;//z值的节点(用于排序)。负z是”到“屏幕,正面屏幕的z是“出去”。更大的zPosition将面前的一个较小的zPosition排序。@property (nonatomic) CGFloat zPosition;//绕z轴旋转(弧度)@property (nonatomic) CGFloat zRotation;//x比例@property (nonatomic) CGFloat xScale;//y比例@property (nonatomic) CGFloat yScale;
4.一些属性
//速度@property (nonatomic) CGFloat speed;//透明度@property (nonatomic) CGFloat alpha;//控制节点的行为是否更新或暂停@property (nonatomic, getter = isPaused) BOOL paused//是否隐藏@property (nonatomic, getter = isHidden) BOOL hidden;//控制节点是否接收触摸事件@property (nonatomic, getter=isUserInteractionEnabled) BOOL userInteractionEnabled;//父节点@property (nonatomic, readonly, nullable) SKNode *parent;//子节点@property (nonatomic, readonly) NSArray*children;//节点名称@property (nonatomic, copy, nullable) NSString *name;//节点所在的场景@property (nonatomic, readonly, nullable) SKScene* scene;//物理身体连接的节点,同步,旋转,和地位@property (nonatomic, retain, nullable) SKPhysicsBody *physicsBody;//一个可选的字典,可用于您自己的数据存储在一个节点。默认为零。@property (nonatomic, retain, nullable) NSMutableDictionary *userData;//运动学约束,用于解决本土知识@property (nonatomic, copy, nullable) SKReachConstraints *reachConstraints;//可选的一系列SKConstraints和物理约束是评估每一帧后操作。节点的转换将被改变,以满足约束条件。@property (nonatomic, copy, nullable) NSArray *constraints;
5.设置x,y的大小
- (void)setScale:(CGFloat)scale;
6.添加删除,移动,遍历精灵
- (void)addChild:(SKNode *)node;- (void)insertChild:(SKNode *)node atIndex:(NSInteger)index;- (void)removeChildrenInArray:(NSArray*)nodes;- (void)removeAllChildren;- (void)removeFromParent;- (void)moveToParent:(SKNode *)parent;- (nullable SKNode *)childNodeWithName:(NSString *)name;- (void)enumerateChildNodesWithName:(NSString *)name usingBlock:(void (^)(SKNode *node, BOOL *stop))block;
7.如果有父节点
- (BOOL)inParentHierarchy:(SKNode *)parent;
8.运行动作,获取动作,移除动作
- (void)runAction:(SKAction *)action;- (void)runAction:(SKAction *)action completion:(void (^)())block;- (void)runAction:(SKAction *)action withKey:(NSString *)key;- (BOOL)hasActions;- (nullable SKAction *)actionForKey:(NSString *)key;- (void)removeActionForKey:(NSString *)key;- (void)removeAllActions;
9.填写坐标返回上面的精灵
- (BOOL)containsPoint:(CGPoint)p;- (SKNode *)nodeAtPoint:(CGPoint)p;- (NSArray*)nodesAtPoint:(CGPoint)p;
10.移动精灵
- (CGPoint)convertPoint:(CGPoint)point fromNode:(SKNode *)node;- (CGPoint)convertPoint:(CGPoint)point toNode:(SKNode *)node;
11.插入精灵
- (BOOL)intersectsNode:(SKNode *)node;
12.两个精灵是否相同
- (BOOL)isEqualToNode:(SKNode *)node;
13.GKPolygonObstacle
/* Returns an array of GKPolygonObstacles from a group of SKSpriteNode's textures in scene space. For use with GPObstacleGraph in GameplayKit */+ (NSArray*)obstaclesFromSpriteTextures:(NSArray *)sprites accuracy:(float)accuracy;/* Returns an array of GKPolygonObstacles from a group of SKNode's transformed bounds in scene space. For use with GPObstacleGraph in GameplayKit */+ (NSArray *)obstaclesFromNodeBounds:(NSArray *)nodes;/* Returns an array of GKPolygonObstacles from a group of SKNode's physics bodies in scene space. For use with GPObstacleGraph in GameplayKit */+ (NSArray *)obstaclesFromNodePhysicsBodies:(NSArray *)nodes;
14,获取触碰精灵的位置
- (CGPoint)locationInNode:(SKNode *)node;