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Spritekit | Swift3 | 将SKWarpGeometry应用于节点

我搜索了互联网的深度,找到一些关于在SKSpritenodes上实现SKWarpGeometry的教程无济于事.

我有一个Trampoline SKSpritenode和一个球SKSpritenode.

 ballNode = childNode(withName: "ballNode") as? SKSpriteNode
    ballNode?.physicsBody = SKPhysicsBody(circleOfRadius: (ballNode?.frame.size.width)! / 2)
    ballNode?.physicsBody?.isDynamic = true
    ballNode?.physicsBody?.usesPreciseCollisionDetection = true
    ballNode?.zPosition = 3
    ballNode?.physicsBody!.categoryBitMask = PhysicsCategory.ballCategory
    ballNode?.physicsBody!.contactTestBitMask = PhysicsCategory.trampolineCategory
    ballNode?.physicsBody!.collisionBitMask = PhysicsCategory.platformCategory
    ballNode?.physicsBody?.velocity = CGVector(dx: 0.0, dy: 0.0)
    ballNode?.move(toParent: _gameNode)

enumerateChildNodes(withName: "trampoline") {trampolineNode,_ in
    trampoline = trampolineNode as? SKSpriteNode
    trampolineNode.physicsBody = SKPhysicsBody.init(rectangleOf: CGSize(width: (trampoline?.size.width)!, height: (trampoline?.size.height)!))
    trampolineNode.physicsBody?.categoryBitMask = PhysicsCategory.trampolineCategory
    trampolineNode.physicsBody?.contactTestBitMask = PhysicsCategory.ballCategory
    trampolineNode.physicsBody?.collisionBitMask = PhysicsCategory.ballCategory
    trampolineNode.physicsBody?.affectedByGravity = false
    trampolineNode.physicsBody?.isDynamic = false
    trampolineNode.physicsBody?.usesPreciseCollisionDetection = true
    trampolineNode.physicsBody?.restitution = 1
    trampolineNode.move(toParent: _gameNode) …
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ios sprite-kit swift3

8
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1
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