在节点中使用精灵工具包问题进行游戏开发?

时间:2013-11-08 11:17:47

标签: ios ios7 sprite-kit

当用户触摸屏幕时,从y轴和中间创建SKSpriteNode图像。 x轴为零。 SKSpriteNode图像到达触摸位置。工作正常。当用户连续多次触摸时,多个SKSpriteNode图像被创建但多个SKSpriteNode图像相互碰撞,然后角度发生了变化,除了第一个图像。我需要逐个图像移动而不需要更改角。

- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
 {
      UITouch * touch = [touches anyObject];

      CGPoint location = [touch locationInNode:self];

    SKSpriteNode * projectile = [SKSpriteNode spriteNodeWithImageNamed:@"Arrow_Ballon"];
    projectile.position = self.player.position;
    projectile.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:projectile.frame.size];
    projectile.physicsBody.categoryBitMask = projectileCategory;
    projectile.physicsBody.contactTestBitMask = monsterCategory;
    projectile.physicsBody.collisionBitMask = projectileCategory | monsterCategory;
    projectile.physicsBody.usesPreciseCollisionDetection = YES;

    [self runAction:[SKAction playSoundFileNamed:@"arrow.wav" waitForCompletion:NO]];

    CGPoint offset = rwSub(location, projectile.position);


    if (offset.x <= 0) return;

    [self addChild:projectile];

    CGPoint direction = rwNormalize(offset);

    CGPoint shootAmount = rwMult(direction, 1000);

    CGPoint realDest = rwAdd(shootAmount, projectile.position);

    float angle = atan2f (location.y - projectile.position.y, location.x - projectile.position.x) ;

    float velocity = 500.0/1.0;
    float realMoveDuration = self.size.width / velocity;
    SKAction * actionangle = [SKAction rotateByAngle:angle duration:0.0];
    SKAction * actionMove = [SKAction moveTo:realDest duration:realMoveDuration];
    SKAction * actionMoveDone = [SKAction removeFromParent];
    [projectile runAction:[SKAction sequence:@[actionangle,actionMove,actionMoveDone]]]; 

}

我不知道如何解决这个问题。任何人都知道请帮我解决这个问题。

1 个答案:

答案 0 :(得分:1)

如果你改变了这一点会发生什么:

 projectile.physicsBody.collisionBitMask = projectileCategory | monsterCategory;

 projectile.physicsBody.collisionBitMask = monsterCategory;