我一直在努力开发一款简单的Sprite Kit游戏,涉及躲避红球。我正在使用内置的重力机制,但我无法阻止玩家从地面掉落。我已经查找了一个解决方案(设置ground.physicsBody.dynamic = NO),但播放器仍然存在。我究竟需要做什么?
编辑:绿色和棕色纹理是地面。现在玩家被设置为不动态,所以它'飞'
以下是MyScene.m文件中的代码:
//
// MyScene.m
// DodgeMan
//
// Created by Cormac Chester on 3/8/14.
// Copyright (c) 2014 Testman Industries. All rights reserved.
//
#import "MyScene.h"
#import "EndGameScene.h"
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
@implementation MyScene
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
/* Setup your scene here */
//Sets player location
playerLocX = 50;
playerLocY = 100;
//Sets player score
score = 0;
//Set Background
self.backgroundColor = [SKColor colorWithRed:0.53 green:0.81 blue:0.92 alpha:1.0];
//Set Ground
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:@"ground"];
ground.position = CGPointMake(CGRectGetMidX(self.frame), 34);
ground.xScale = 0.5;
ground.yScale = 0.5;
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.dynamic = NO;
//Player
self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:@"character"];
self.playerSprite.position = CGPointMake(playerLocX, playerLocY);
//Set Player Physics
self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
self.playerSprite.physicsBody.dynamic = YES;
self.playerSprite.physicsBody.categoryBitMask = playerCategory;
self.playerSprite.physicsBody.contactTestBitMask = redBallCategory;
self.playerSprite.physicsBody.collisionBitMask = 0;
self.playerSprite.physicsBody.usesPreciseCollisionDetection = YES;
//Score Label
self.scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Arial-BoldMT"];
self.scoreLabel.text = @"0";
self.scoreLabel.fontSize = 40;
self.scoreLabel.fontColor = [SKColor blackColor];
self.scoreLabel.position = CGPointMake(50, 260);
//Pause Button
self.pauseButton = [SKSpriteNode spriteNodeWithImageNamed:@"pauseButton"];
self.pauseButton.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height - 40);
self.pauseButton.name = @"pauseButton";
//Add nodes
[self addChild:ground];
[self addChild:self.playerSprite];
[self addChild:self.scoreLabel];
//[self addChild:self.pauseButton];
//Sets gravity
self.physicsWorld.gravity = CGVectorMake(0,-2);
self.physicsWorld.contactDelegate = self;
}
return self;
}
-(void)addBall
{
SKSpriteNode *redBall = [SKSpriteNode spriteNodeWithImageNamed:@"locationIndicator"];
int minY = redBall.size.height / 2;
int maxY = self.frame.size.height - redBall.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
NSLog(@"Actual Y: %i", actualY);
//Initiates red ball offscreen
if (actualY >= 75)
{
//Prevents balls from spawning in the ground
redBall.position = CGPointMake(self.frame.size.width + redBall.size.width/2, actualY);
[self addChild:redBall];
}
redBall.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:redBall.size.width/2];
redBall.physicsBody.dynamic = YES;
redBall.physicsBody.categoryBitMask = redBallCategory;
redBall.physicsBody.contactTestBitMask = playerCategory;
redBall.physicsBody.collisionBitMask = 0;
redBall.physicsBody.affectedByGravity = NO;
redBall.physicsBody.usesPreciseCollisionDetection = YES;
//Determine speed of red ball
int minDuration = 3.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction *actionMove = [SKAction moveTo:CGPointMake(-redBall.size.width/2, actualY) duration:actualDuration];
SKAction *actionMoveDone = [SKAction removeFromParent];
SKAction *ballCross = [SKAction runBlock:^{
score++;
self.scoreString = [NSString stringWithFormat:@"%i", score];
self.scoreLabel.text = self.scoreString;
NSLog(@"Score was incremented. Score is now %d", score);
}];
[redBall runAction:[SKAction sequence:@[actionMove, ballCross, actionMoveDone]]];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 0.5) {
self.lastSpawnTimeInterval = 0;
[self addBall];
}
}
-(void)update:(CFTimeInterval)currentTime
{
/* Called before each frame is rendered */
// Handle time delta.
//Prevents bad stuff happening
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 120.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
NSDate *startTime;
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
/* Called when a touch begins */
[super touchesBegan:touches withEvent:event];
//Starts Timer
startTime = [NSDate date];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//Pauses Scene
if ([node.name isEqualToString:@"pauseButton"])
{
NSLog(@"Pause button pressed");
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
/* Called when a touch ends */
[super touchesEnded:touches withEvent:event];
NSTimeInterval elapsedTime = [startTime timeIntervalSinceNow];
NSString *elapsedTimeString = [NSString stringWithFormat:@"Elapsed time: %f", elapsedTime];
NSLog(@"%@", elapsedTimeString);
for (UITouch *touch in touches)
{
//Gets location of touch
CGPoint location = [touch locationInNode:self];
NSLog(@"Touch Location X: %f \n Touch Location Y: %f", location.x, location.y);
//Prevents destination from being in the ground
if (location.y < 88)
{
location.y = 87.5;
}
//Moves and animates player
//int velocity = elapsedTime * -3000;
int velocity = 800.0/1.0;
NSLog(@"Velocity: %i", velocity);
float realMoveDuration = self.size.width / velocity;
SKAction *actionMove = [SKAction moveTo:location duration:realMoveDuration];
[self.playerSprite runAction:[SKAction sequence:@[actionMove]]];
}
NSLog(@"Touch ended");
}
//Collision between ball and player
- (void)redBall:(SKSpriteNode *)redBall didCollideWithPlayer:(SKSpriteNode *)playerSprite
{
NSLog(@"Player died");
[redBall removeFromParent];
[playerSprite removeFromParent];
SKTransition *reveal = [SKTransition crossFadeWithDuration:0.5];
SKScene *endGameScene = [[EndGameScene alloc] initWithSize:self.size gameEnded:YES];
[self.view presentScene:endGameScene transition: reveal];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
//Red ball collides with the player
if ((firstBody.categoryBitMask & redBallCategory) != 0 && (secondBody.categoryBitMask & playerCategory) != 0)
{
[self redBall:(SKSpriteNode *) firstBody.node didCollideWithPlayer:(SKSpriteNode *) secondBody.node];
}
}
@end
答案 0 :(得分:1)
你绝对不能将其动态设置为没有兄弟。你需要那个玩家的重力效应。 (他不受物理世界的影响所以他现在正在飞行。我们需要他倒在地上不是吗?)
所以这是简单的解决方案。我们的想法是在地面上创造一个具有物理身体的“隐形矩形块”。并且您需要将其动态设置为no以防止其掉落
所以这个块明显是一个节点,它的大小:高到地面,和屏幕一样宽。你需要稍微调整一下位置,将其上限放在地面上。
祝你好运我实际上画了一张照片,但由于我的声誉,我不能在这里张贴:(
答案 1 :(得分:1)
你的问题在于physicsBody的categoryBitMask和collisionTestBitMask。 你的按位声明:
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
这实际上设置了以下位模式(我已将其缩短为8位): redBallCategory - 00000001和 playerCategory - 00000010
但是在下面的代码中,你告诉玩家只碰撞碰撞位掩码 - 00000000;
self.playerSprite.physicsBody.collisionBitMask = 0;
所以你的第一个问题就在这里。玩家不会与您定义的任何类别发生碰撞。
你的第二个问题是你没有给出categoryBitMask或collisionBitMask。默认情况下,这表示所有位都已设置,IE地面的collisionBitMask等于11111111;
这两个物理团体之间不会发生碰撞。
试试这个 - 我只是添加了第三个物理类别,并稍微编辑了你的代码以设置地面类别BitMask / collisionBitMask,以及你的玩家collisionBitMask。
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
static const uint32_t groundCategory = 0x1 << 2;
@implementation MyScene
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
/* Setup your scene here */
//Sets player location
playerLocX = 50;
playerLocY = 100;
//Sets player score
score = 0;
//Set Background
self.backgroundColor = [SKColor colorWithRed:0.53 green:0.81 blue:0.92 alpha:1.0];
//Set Ground
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:@"ground"];
ground.position = CGPointMake(CGRectGetMidX(self.frame), 34);
ground.xScale = 0.5;
ground.yScale = 0.5;
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.categoryBitMask=groundCategory;
ground.physicsBody.collisionBitMask=playerCategory|redBallCategory;
ground.physicsBody.dynamic = NO;
//Player
self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:@"character"];
self.playerSprite.position = CGPointMake(playerLocX, playerLocY);
//Set Player Physics
self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
self.playerSprite.physicsBody.dynamic = YES;
self.playerSprite.physicsBody.categoryBitMask = playerCategory;
self.playerSprite.physicsBody.contactTestBitMask = redBallCategory;
self.playerSprite.physicsBody.collisionBitMask = groundCategory|redBallCategory;
self.playerSprite.physicsBody.usesPreciseCollisionDetection = YES;
//Score Label
self.scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Arial-BoldMT"];
self.scoreLabel.text = @"0";
self.scoreLabel.fontSize = 40;
self.scoreLabel.fontColor = [SKColor blackColor];
self.scoreLabel.position = CGPointMake(50, 260);
//Pause Button
self.pauseButton = [SKSpriteNode spriteNodeWithImageNamed:@"pauseButton"];
self.pauseButton.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height - 40);
self.pauseButton.name = @"pauseButton";
//Add nodes
[self addChild:ground];
[self addChild:self.playerSprite];
[self addChild:self.scoreLabel];
//[self addChild:self.pauseButton];
//Sets gravity
self.physicsWorld.gravity = CGVectorMake(0,-2);
self.physicsWorld.contactDelegate = self;
}
return self;
}
答案 2 :(得分:0)
只需:
self.playerSprite.physicsBody.dynamic = NO;
应该有用。
答案 3 :(得分:0)
由于缩放问题,您的问题就出现了。由于某些原因,在精灵套件缩放中,图像在以下代码中使用时不会改变它的大小。根据你的照片判断,你的物理体长方形实际上是你想象的两倍大,并且已经吞没了玩家,这就是没有碰撞检测的原因。这是近期与非常相似的风格游戏的经验。
答案 4 :(得分:0)
你是否在场景周围有一个边缘循环物理体?碰撞标志和类别标志设置正确,以便玩家与地面发生碰撞?
答案 5 :(得分:-1)
我有同样的问题,我只是简单地说......
在更新方法上,我推出了一个if语句:
if(player.position.y<your_closest_value_near_ground){
player.position.y == your_Closest_value_near_ground
}
比较因你所拥有的锚点而不同......希望它有助于某人