如何让我的角色"骑"还有移动平台?

时间:2014-07-28 12:25:07

标签: ios objective-c sprite-kit

我遇到了我的英雄角色的问题,当他落在一个移动的平台上,而不是随着它一起移动时,他确实站在同一个X位置,直到平台离开屏幕。我搜索了许多答案但没有用。

这是我的英雄角色和移动平台的方法。

-(void)HeroAdd
{    
    _Hero = [SKSpriteNode spriteNodeWithImageNamed:@"Hero-1"];
    _Hero.name = @"Daniel";
    _Hero.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_Hero.size];
    _Hero.physicsBody.categoryBitMask = fPlayerCategory;
    _Hero.physicsBody.contactTestBitMask = fPlatformCategory | fEnemyCategory;
    _Hero.physicsBody.usesPreciseCollisionDetection = YES;
    _Hero.physicsBody.affectedByGravity = YES;
    _Hero.physicsBody.dynamic = YES;
    _Hero.physicsBody.friction = .9;
    _Hero.physicsBody.restitution = 0;
    _Hero.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
    _Hero.position = CGPointMake(_Hero.position.x - 252, _Hero.position.y + 50);

    if (self.size.width == 480) {
        _Hero.position = CGPointMake(_Hero.position.x + 44, _Hero.position.y);
    }

    [self addChild:_Hero];
}

我的移动平台代码

-(void)createPlatform {

    SKTexture *objectTexture;

    switch (arc4random_uniform(2)) {
        case (0):
            objectTexture = [SKTexture textureWithImageNamed:@"shortPlatform"];
            break;
        case (1):
            objectTexture = [SKTexture textureWithImageNamed:@"highPlatform"];
        default:
            break;
    }

    SKSpriteNode *variaPlatform = [SKSpriteNode spriteNodeWithTexture:objectTexture];
    variaPlatform.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
    variaPlatform.position = CGPointMake(variaPlatform.position.x + 500, variaPlatform.position.y - 140);
    variaPlatform.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:variaPlatform.size];
    variaPlatform.physicsBody.usesPreciseCollisionDetection = YES;
    variaPlatform.physicsBody.categoryBitMask = fPlatformCategory;
    variaPlatform.physicsBody.contactTestBitMask = fPlatformCategory |fPlayerCategory | fEnemyCategory;
    variaPlatform.physicsBody.dynamic = NO;
    variaPlatform.physicsBody.affectedByGravity = NO;

    SKAction *moveLeft = [SKAction moveTo:CGPointMake(180, variaPlatform.position.y) duration:3];
    SKAction *moveDown = [SKAction moveTo:CGPointMake(180, -700) duration:4];
    SKAction *removeFromParent = [SKAction removeFromParent];

    SKAction *AllThree = [SKAction sequence:@[moveLeft, moveDown, removeFromParent]];

    [self addChild:variaPlatform];

    [variaPlatform runAction:AllThree];

}

任何类型的信息都将得到真正的赞赏。

1 个答案:

答案 0 :(得分:5)

当我将传送带添加到游戏中时,我遇到了同样的问题。无论添加多少阻力,Sprite Kit都不会拖动对象。您目前有2个选项。

选项1 - 在平台的每一端添加一个壁架。这是最容易实现的,但不太优雅,如果他落在壁架上,仍然允许玩家滑落。

enter image description here

选项2 -

步骤1:添加使玩家与水平移动平台同步移动的代码。您可以使用self.physicsBody.velocity = CGVectorMake(-50, self.physicsBody.velocity.dy);之类的内容或使用self.position = CGPointMake(self.position.x+10, self.position.y);。您将不得不使用x值来将它们同步到平台的速度。

步骤2:每当玩家与平台联系时激活上述代码,并在联系人丢失时停用。

步骤3:如果平台切换方向,设置左右限制,当平台切换方向时通过联系通知您。根据平台的方向,您可以向播放器应用+ x或-x移动值。

我知道这个选项听起来很复杂,但事实并非如此。你只需要一步一步走。

*编辑以提供示例代码*

这是我在水平移动平台背后的逻辑:

<强> PLATFORMS 如果您有多个水平移动平台,则需要将它们存储在GameScene(我的级别)中的数组中。我为他们创建了自己的课程,但你不必这样做。

您必须设置左右限制(带有联系人的不可见SKNode)来为平台设置BOOL属性,该属性告诉玩家类推送哪种方式,因为每个平台的长度可能不同。这就是为什么你需要保持对每个平台(因此数组)的引用。

<强> PLAYER 当玩家跳过平台时,将Player类属性BOOL设置为TRUE,这会根据平台当前移动的方式激活左或右推的常量。另一方面,失去联系会取消推动。

// This code in my "Levels class" which is the default GameScene class.
- (void)didBeginContact:(SKPhysicsContact *)contact
{
    uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);

    if (collision == (CategoryPlatformHorizontal | CategoryPlayer))
    {
        [_player setPlatformHorizontalContact:true];

        for(Platform *platformObject in platformArray)
        {
            if(([platformObject.name isEqualToString:contact.bodyB.node.name]) || ([platformObject.name isEqualToString:contact.bodyA.node.name]))
            {
                _player.currentPlatform = platformObject;
            }
        }
    }
}

- (void)didEndContact:(SKPhysicsContact *)contact
{
    uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);

    if (collision == (CategoryPlatformHorizontal | CategoryPlayer))
    {
        [_player setPlatformHorizontalContact:false];
    }
}

// This code is in Player.h
@property (strong) Platform *currentPlatform;
@property BOOL platformHorizontalContact;

// This code is in Player.m
- (void)update:(NSTimeInterval)currentTime
{
    if(self.platformHorizontalContact == true)
    {
        if(self.currentPlatform.movingLeft == true)
        {
            self.physicsBody.velocity = CGVectorMake(-75, self.physicsBody.velocity.dy); // set your own value depending on your platform speed
        } else {
            self.physicsBody.velocity = CGVectorMake(75, self.physicsBody.velocity.dy); // set your own value depending on your platform speed
        }
    }
}