防止玩家从地面掉落 - 精灵套装

时间:2014-03-09 19:20:57

标签: ios objective-c sprite-kit

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

6 个答案:

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