请原谅命名约定以及我在代码中缩进和创建新空格的方式我知道这不正常但我很奇怪 D:

无论如何,我把我的恢复原状设置为 1 并且它似乎没有工作所以我甚至尝试 1.0 看看我是否必须这样做而且它不起作用。通过它,我指的是 object(s)反弹 borders/frame。

我不能做 CGVectorMake,因为我使用的 swift 不允许它。有人有任何有用的提示吗?

只有我的想法是改变框架本身的重力,但我尝试的一切都不起作用。谢谢!

//
//  GameScene.swift
//  Pong
//
//  Created by Mac2 on 1/16/17.
//  Copyright © 2017 Mac2. All rights reserved.
//

import SpriteKit
import GameplayKit

class GameScene: SKScene
{
     var trump = SKSpriteNode()
     var player = SKSpriteNode()
     var opponent = SKSpriteNode()

override func didMove(to view: SKView)
{
    //essentially link them to the physical nodes we created in the gamescene
    trump = self.childNode(withName: "trump") as! SKSpriteNode
    player = self.childNode(withName: "player") as! SKSpriteNode
    opponent = self.childNode(withName: "opponent") as! SKSpriteNode

    //to initialize the game we need the ball to be going somewhere so we make it go on an angle to the player (not opponent)

    trump.physicsBody?.applyImpulse(CGVector(dx: -20, dy: -20))

    let border = SKPhysicsBody(edgeLoopFrom: self.frame)
    //create variable representing the frame or border of the gamescene

    border.friction = 0 //we don't want friction to the borders
    border.restitution = 1.0 //we want bouncyness to the borders

    self.physicsBody = border //wrap it all up and save it as the physics representation of the gamescene frame
}

override func update(_ currentTime: TimeInterval)
{
    // Called before each frame is rendered
}
}