好的我正在尝试一些人工智能的东西,我一直在关注一些Ray Wenderlich教程。我有一些奇怪的行为。也许我只是做错了......但是你走了。当精灵在目标的75个像素范围内时,它会切换到防御AIState
,我会调用pauseSchedulerAndActions
并通过getDefensePosition
方法将其设置为预定的安全点。我想要做的是在2秒后恢复动作,以便精灵再次移动。所以我打电话给resumeSchedulerAndActions
。现在这只是通过getDefenseMethod
并且它在这三个地方之间移动te精灵但是这是奇怪的行为我在getDefenseMethod
之前有两个slog调用,并且在精灵从中心跳转之后有一个调用然后屏幕返回新的spawnPoint:
2013-03-04 20:08:14.897 10-8[2629:c07] before: {217.533, 177.32}
2013-03-04 20:08:14.898 10-8[2629:c07] spawnPoint 1
2013-03-04 20:08:14.899 10-8[2629:c07] after: {100, 100}
不明白为什么这样做。为什么它不仅仅是从它所处的位置开始呢?
- (void)execute:(GangMembers *)player {
// Check if should change state
NSArray * enemies = [player.layer enemiesOutsideRange:75 ofPlayer:player];
if (enemies.count > 0) {
NSLog(@"outside range 75");
[player changeState:[[Attacking alloc] init]];
return;
}
[player.layer setPlayer:player attacking:NO];
// Make build decision
[player.layer unschedule:@selector(shoot:)];
[player pauseSchedulerAndActions];
NSLog(@"before: %@", NSStringFromCGPoint(player.position));
[self getDefensePosition];
player.position = spawnPoint;
NSLog(@"after: %@", NSStringFromCGPoint(player.position));
[player performSelector:@selector(resumeSchedulerAndActions) withObject:player afterDelay:2];
}
- (void)getDefensePosition {
// CGSize winSize = [CCDirector sharedDirector].winSize;
int spawnChoice = arc4random() % 3;
spawnPoint = ccp(100, 100);
if(spawnChoice == 0){
spawnPoint = ccp(100, 100);
NSLog(@"spawnPoint 1");
}
else if(spawnChoice == 1){
spawnPoint = ccp(100, 200);
NSLog(@"spawnPoint 2");
}
else {
spawnPoint = ccp(100, 300);
NSLog(@"spawnPoint 3");
}
}
答案 0 :(得分:2)
FWIW,我怀疑你的玩家对象有一些CCMove类型的动作(你正在暂停)。即使您在暂停时更改位置,当操作恢复时,操作会将位置设置为当前状态(startPosition,endPosition,持续时间,自开始以来经过的时间),这可能与您在暂停期间设置的位置完全不同。
不确定你的对象模型/类结构,但是这样的东西:
[player stopAllActions];
player.position = spawnPoint;
[player runAction: [CCSequence actions:
[CCDelayTime actionWithDuration:2.0],
[CCMoveTo actionWithDuration:arc4random()%5+1 position: randomPoint],
[CCCallBlock actionWithBlock:^{ [self performSelector:@selector(moveRandom:) withObject:s afterDelay:0.5]; }],
nil]
];
通过这种方式,您可以重新创建将从spawnPoint执行的moveto操作,并且您的player.position不会与正在运行的操作争用。从记忆中写下,你的里程可能会有所不同:)