1. Initialization
+ (instancetype) node; + (Nullable Instancetype) Nodewithfilenamed: (nsstring*) filename;
2. Return border border
-(CGRect) calculateaccumulatedframe;
3. Coordinates
// The position coordinate system of the parent node of the node @property (nonatomic) cgpoint position; // Z-values of the nodes (for sorting). Negative Z is the "to" screen, and Z of the front screen is "out". The larger zposition will be in front of a smaller zposition sort. @property (nonatomic) cgfloat zposition; // rotate around Z axis (radians) @property (nonatomic) cgfloat zrotation; // x Scale @property (nonatomic) cgfloat XScale; // y scale @property (nonatomic) cgfloat Yscale;
4. Some properties
//Speed@property (nonatomic) cgfloat speed;//Transparency@property (nonatomic) cgfloat Alpha;//controls whether the behavior of the node is updated or paused@property (nonatomic, getter =ispaused) BOOL paused//whether to hide@property (nonatomic, getter =Ishidden) BOOL hidden;//controls whether the node receives touch events@property (Nonatomic, getter=isuserinteractionenabled) BOOL userinteractionenabled;//parent Node@property (Nonatomic,ReadOnly, nullable) Sknode *parent;//child Nodes@property (Nonatomic,ReadOnly) nsarray<sknode*> *children;//Node name@property (nonatomic, copy, nullable) NSString *name;//the scene where the node resides@property (Nonatomic,ReadOnly, nullable) skscene*scene;//the physical body connects nodes, synchronizes, rotates, and positions@property (Nonatomic, retain, nullable) Skphysicsbody *Physicsbody;//an optional dictionary that can be used to store your own data in one node. The default is zero. @property (Nonatomic, retain, nullable) nsmutabledictionary *UserData;//kinematic constraints to address local knowledge@property (nonatomic, copy, nullable) Skreachconstraints *reachconstraints;//An optional series of skconstraints and physical constraints are evaluated after each frame operation. The transformation of the node will be changed to satisfy the constraint condition. @property (nonatomic, copy, nullable) nsarray<skconstraint*> *constraints;
5. Setting the size of X, y
-(void) Setscale: (cgfloat) scale;
6. Add Delete, move, traverse Wizard
-(void) AddChild: (Sknode *) node; -(void) Insertchild: (Sknode *) node Atindex: (Nsinteger) index; -(void) Removechildreninarray: (nsarray<sknode*> *) 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. If there is a parent node
-(BOOL) Inparenthierarchy: (Sknode *) parent;
8. Run the action, get the action, remove the action
-(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. Fill in the coordinates to return to the above wizard
- (BOOL) Containspoint: (Cgpoint) p; -(Sknode *) Nodeatpoint: (Cgpoint) p; -(nsarray<sknode*> *) Nodesatpoint: (Cgpoint) p;
10. Mobile Wizard
-(Cgpoint) Convertpoint: (cgpoint) point fromnode: (Sknode *) node; -(Cgpoint) Convertpoint: (cgpoint) point tonode: (Sknode *) node;
11. Inserting Sprites
-(BOOL) Intersectsnode: (Sknode *) node;
12. Two sprites are the same
-(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<gkpolygonobstacle*> *) Obstaclesfromspritetextures: (nsarray<sknode*>*) 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<gkpolygonobstacle*> *) Obstaclesfromnodebounds: (nsarray<sknode*>*) nodes;/*Returns An array of gkpolygonobstacles from a group of Sknode ' s physics bodies in scene space. for use with gpobstaclegraph in Gameplaykit*/+ (nsarray<gkpolygonobstacle*> *) Obstaclesfromnodephysicsbodies: (nsarray<sknode*>*) nodes;
14, get the position of touch elf
-(Cgpoint) Locationinnode: (Sknode *) node;
spritekit-(Sknode)