我做了一个CGVector
,它使得球员的upward impulse
(模拟跳跃)。如果我用我现在拥有的游戏(下图)运行游戏,它将开始正常,并且一旦游戏开始,跳跃将完美地发生。我试图在每次录制触摸时跳球,但我在调用正确的方法/使其工作时遇到问题。
这是我的代码:
#import "MyScene.h"
@interface MyScene ()
@property (nonatomic) SKSpriteNode *paddle;
@end
int jump = 0;
@implementation MyScene
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(@"Touch Detected!");
// create the vector
// myVector = CGVectorMake(0, 15);
// [ball.physicsBody applyImpulse:myVector];
}
- (void)addBall:(CGSize)size {
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball"];
// create a new sprite node from an image
// create a CGPoint for position
CGPoint myPoint = CGPointMake(size.width/2,0);
ball.position = myPoint;
// add a physics body
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.frame.size.width/2];
ball.physicsBody.restitution = 0;
// add the sprite node to the scene
[self addChild:ball];
// create the vector
CGVector myVector = CGVectorMake(0, 15);
// apply the vector
[ball.physicsBody applyImpulse:myVector];
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor whiteColor];
// add a physics body to the scene
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
// change gravity settings of the physics world
self.physicsWorld.gravity = CGVectorMake(0, -8);
[self addBall:size];
// [self addPlayer:size];
}
return self;
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
@end
你可以看到我已经在touchesBegan中评论了myVector = CGVectorMake(0, 15);
和[ball.physicsBody applyImpulse:myVector];
,因为它无法找到球,我甚至不确定它是否正确所有。谁能帮我用冲动来实现这个跳跃?谢谢!
答案 0 :(得分:1)
你在正确的轨道上,但是向量的多次冲动(0,15)将导致球变得非常高。在应用任何后续冲动之前,您需要将球的速度重置为零。
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(@"Touch Detected!");
// create the vector
ball.physicsBody.velocity = CGVectorMake(0,0);
myVector = CGVectorMake(0, 15);
[ball.physicsBody applyImpulse:myVector];
}
此外,您需要将球声明为全局变量,如下所示:
@implementation MyScene
{
SKSpriteNode *ball;
}
然后在addBall:方法中,而不是
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball"];
写一下
ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball"];