我做了一个非常简单的跳跃游戏。当我的“英雄”与地面相撞时,它会调用didBeginContact
并跳跃。非常基本,但它不能很好地工作,因为过了一段时间(有时更早,有时候更晚......)它会停止工作,你可以看到。我想知道我是做错了什么,或者是否有更好的方法,或者如果spriteKit Id中有一个已知的错误,从未听说过......
图像是一个gif。如果看不到动作,请在新标签中打开它
@interface XYZWorld1()
@property (nonatomic) SKSpriteNode *hero;
@property (nonatomic) SKSpriteNode *groundPhysics;
@end
@implementation XYZWorld1
static const uint32_t ground = 0x2 << 2;
static const uint32_t bee = 0x3 << 3;
创建基础的方法:
-(SKSpriteNode*)createGroundxPos:(float)x yPos:(float)y width:(CGFloat)width height:(CGFloat)height
{
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithHue:1 saturation:1 brightness:1 alpha:1] size:CGSizeMake(width, height)];
SKPhysicsBody *groundFisica =[SKPhysicsBody bodyWithRectangleOfSize:ground.size];
[ground setName:@"ground"];
[groundFisica setDynamic:NO];
[groundFisica setAffectedByGravity:NO];
[groundFisica setAllowsRotation:NO];
[groundFisica setRestitution:0];
[groundFisica setUsesPreciseCollisionDetection:YES];
[groundFisica setCategoryBitMask:ground];
[groundFisica setContactTestBitMask:bee];
[groundFisica setCollisionBitMask:bee];
ground.physicsBody = groundFisica;
[ground setPosition:CGPointMake(x, y)];
return ground;
}
创建英雄的方法
-(SKSpriteNode*)crearHero
{
SKTexture *temp = _heroWalkingFrames[0];
SKSpriteNode *hero = [SKSpriteNode spriteNodeWithTexture:temp];
hero.name = @"hero";
hero.zPosition = 1;
if(IS_IPHONE_5){
[hero setPosition:CGPointMake(100, 280)];
}
else {
[hero setPosition:CGPointMake(100, 220)];
}
[hero setSize:CGSizeMake(25, 25)];
hero.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(23, 24)];
[hero.physicsBody setDensity:0.95];
[hero.physicsBody setDynamic:YES];
[hero.physicsBody setAffectedByGravity:YES];
[hero.physicsBody setAllowsRotation:NO];
[hero.physicsBody setUsesPreciseCollisionDetection:YES];
[hero.physicsBody setRestitution:0];
[hero.physicsBody setVelocity:CGVectorMake(0, 0)];
return hero;
}
在游戏开始前预加载所有内容的方法:
-(void)preloadAssets
{
//hero
_heroWalkingFrames = [self cargarArrayAtlas:@"astroJump.atlas" imageName:@"astronautaJump_000"];
_hero = [self crearHero];
_hero.physicsBody.categoryBitMask = bee;
_hero.physicsBody.collisionBitMask = bee | cubico | ground | bicho ;
_hero.physicsBody.contactTestBitMask = bee | cubico | ground | bicho ;
//Ground
_groundPhysics = [self createGroundxPos:100 yPos:142 width:42 height:23.25];
}
当两个物体首次相互接触时调用的方法:
-(void) didBeginContact:(SKPhysicsContact *)contact
{
//if hero collides with ground
if((contact.bodyA.categoryBitMask == bee && contact.bodyB.categoryBitMask == ground) ||
(contact.bodyA.categoryBitMask == ground && contact.bodyB.categoryBitMask == bee) )
{
if(_jumping == NO && _groundPhysics.position.y+_groundPhysics.size.height/2<=_hero.position.y-11.5)
{
[self jumping];
}
}
}
调用方法进行跳转:
-(void)jumping{
//Play sound file
[self runAction:self.jumpSound withKey:@"jumpSound"];
if(IS_IPHONE_5){
_diferencia=(164 * 9)/_hero.position.y;
}else{
_diferencia=(164 * 7)/_hero.position.y;
}
[_hero.physicsBody applyImpulse:CGVectorMake(0,_diferencia)];
_jumping = YES;
[_hero removeActionForKey:@"astroJump"];
[self astroJump];
}
-(void)astroJump
{
//runAction animation method
[_hero runAction:[SKAction animateWithTextures:_heroWalkingFrames
timePerFrame:0.05f
resize:NO
restore:NO] withKey:@"astroJump"];
return;
}
update
和initGameContent
中来自if句子的布尔(self.jumping):
-(void)update:(CFTimeInterval)currentTime
{
if(_hero.physicsBody.velocity.dy < 0 )_jumping = NO;
}
-(void)initGameContent
{
_jumping = NO;
答案 0 :(得分:1)
您可能希望确保在检测到与地面接触时将玩家位置重置为高于地面。否则,当[self jumping];
被调用时,玩家仍然可以与地面接触,这有时会导致玩家被卡住#34;在进行碰撞检测时,我在游戏中看到了类似的问题。下面的代码显示了解决此问题的方法。
if (_jumping == NO && _groundPhysics.position.y+_groundPhysics.size.height/2<=_hero.position.y-11.5)
{
_hero.position.y = _groundPhysics.position.y + _groundPhysics.size.height/2 + 1;
[self jumping];
}
答案 1 :(得分:0)
我终于找到了解决问题的方法。我已将physicbody.size.y
的大小更改为与他的spriteNode.y相同,并且错误已经消失。