我正在使用精灵套件作为基本游戏的一部分。游戏中有一个人根据你点击的位置移动到那个位置。目前,玩家不受重力影响(为了可玩性),但我正在尝试实施引力。然而,当我为玩家开启重力时,我的角色掉落地面时遇到了麻烦。我已经为地面创建了一个节点,并禁用了地面物理(ground.physicsBody.dynamic = NO),但角色仍然直接通过。我正在使用内置的sprite-kit重力特征,如果物理被禁用,那么从理论上讲,角色应该停在地面上。我为什么问题仍然存在而感到茫然,并希望对此事有所帮助。
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])
{
//Sets up data storage
self.storeData = [NSUserDefaults standardUserDefaults];
//Sets gravity
self.physicsWorld.gravity = CGVectorMake(0,-2);
self.physicsWorld.contactDelegate = self;
//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;
ground.physicsBody.collisionBitMask = 1;
ground.physicsBody.usesPreciseCollisionDetection = YES;
//Player
self.posX = 50;
self.posY = 88;
self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:@"character"];
self.playerSprite.position = CGPointMake(self.posX, self.posY);
//Set Player Physics
self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
self.playerSprite.physicsBody.dynamic = NO;
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";
//Pause Label
NSString *pauseMessage;
pauseMessage = @"Game Paused";
self.pauseLabel = [SKLabelNode labelNodeWithFontNamed:@"Arial-BoldMT"];
self.pauseLabel.text = pauseMessage;
self.pauseLabel.fontSize = 40;
self.pauseLabel.fontColor = [SKColor blackColor];
self.pauseLabel.position = CGPointMake(self.size.width/2, self.size.height/2);
//Set score
self.score = 0;
//Add nodes
[self addChild:ground];
[self addChild:self.playerSprite];
[self addChild:self.scoreLabel];
[self addChild:self.pauseButton];
}
return self;
}
//Add Red Ball
-(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;
//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:^{
self.score++;
self.scoreString = [NSString stringWithFormat:@"%i", self.score];
self.scoreLabel.text = self.scoreString;
NSLog(@"Score was incremented. Score is now %d", self.score);
}];
[redBall runAction:[SKAction sequence:@[actionMove, ballCross, actionMoveDone]]];
}
- (void)pauseScene
{
self.paused = YES;
[self addChild:self.pauseLabel];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 0.35) {
self.lastSpawnTimeInterval = 0;
[self addBall];
}
}
//Update Loop
-(void)update:(CFTimeInterval)currentTime
{
/* Called before each frame is rendered */
// Handle time delta.
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];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
/* Called when a touch begins */
[super touchesBegan:touches withEvent:event];
//Starts Timer
startTime = [NSDate date];
}
-(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);
SKNode *node = [self nodeAtPoint:location];
//Runs when pause button is pressed
if ([node.name isEqualToString:@"pauseButton"])
{
NSLog(@"Pause button pressed");
if (!self.paused)
{
[self pauseScene];
}
else if (self.paused)
{
self.paused = NO;
[self.pauseLabel removeFromParent];
}
}
else
{
//Prevents destination from being in the ground
if (location.y < 88)
{
location.y = 88;
}
//Moves and animates player
int velocity = 1000.0/1.0;
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 - player dies
- (void)redBall:(SKSpriteNode *)redBall didCollideWithPlayer:(SKSpriteNode *)playerSprite
{
NSLog(@"Player died");
[redBall removeFromParent];
[playerSprite removeFromParent];
//Stores Final score
[self.storeData setObject:self.scoreString forKey:@"scoreStringKey"];
SKTransition *reveal = [SKTransition fadeWithDuration:0.5];
SKScene *endGameScene = [[EndGameScene alloc] initWithSize:self.size];
[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];
NSLog(@"Player and ball collided");
}
}
@end
答案 0 :(得分:1)
我会说你的问题是由于这一行
self.playerSprite.physicsBody.collisionBitMask = 0;
而不是将其设置为发生碰撞的类别,例如
self.playerSprite.physicsBody.collisionBitMask = redBallCategory;
答案 1 :(得分:0)
您需要定义与角色相关的视图边界。如下所示的视图边界被声明,然后角色被定义并限制在边界。以下是示例代码:
- (void)confineToBounds {
CGPoint correctedMonkeyPos = _monkey.position;
CGPoint lowerLeft = CGPointZero;
CGPoint upperRight = CGPointMake(self.size.width, self.size.height);
if(correctedMonkeyPos.x <= lowerLeft.x) {correctedMonkeyPos.x = lowerLeft.x;}
if(correctedMonkeyPos.x >= upperRight.x) {correctedMonkeyPos.x = upperRight.x;}
if(correctedMonkeyPos.y <= lowerLeft.y) {correctedMonkeyPos.y = lowerLeft.y;}
if(correctedMonkeyPos.y >= upperRight.y) {correctedMonkeyPos.y = upperRight.y;}
_monkey.position = correctedMonkeyPos;
}