我尝试让节点在特定的系统时间后移动得更快。例如,30秒后,节点移动得更快。在我的项目中它是在BOOL Faster真实之后。使用我的代码,节点将移动得更快,但已经产生的节点仍然使用旧的SKAction。所以看起来很奇怪,如果有2个节点比生成的节点移动得慢。我该如何解决这个问题?
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
.....
SKAction * Spawn = [SKAction performSelector:@selector(Enemy) onTarget:self];
SKAction * Delay = [SKAction waitForDuration:1.5];
SKAction * SpawnThenDelay = [SKAction sequence:@[Spawn, Delay]];
SKAction * SpawnThenDelayForever = [SKAction repeatActionForever:SpawnThenDelay];
[self runAction:SpawnThenDelayForever];
.....
}
-(void)Enemy {
switch (arc4random_uniform(4)){
case 0:
if(Day){
SKTexture * MenschSTexture1 = [SKTexture textureWithImageNamed:@"MenschSchwert1"];
MenschSTexture1.filteringMode = SKTextureFilteringNearest;
SKTexture * MenschSTexture2 = [SKTexture textureWithImageNamed:@"MenschSchwert2"];
MenschSTexture2.filteringMode = SKTextureFilteringNearest;
SKAction * Run = [SKAction repeatActionForever:[SKAction animateWithTextures:@[MenschSTexture1, MenschSTexture2] timePerFrame:0.25]];
MenschSchwert = [SKSpriteNode spriteNodeWithTexture:MenschSTexture1];
MenschSchwert.size = CGSizeMake(50, 50);
MenschSchwert.zPosition = 2;
MenschSchwert.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(15, 40)];
MenschSchwert.physicsBody.dynamic = NO;
MenschSchwert.physicsBody.allowsRotation = NO;
MenschSchwert.physicsBody.usesPreciseCollisionDetection = YES;
MenschSchwert.physicsBody.restitution = 0;
MenschSchwert.physicsBody.velocity = CGVectorMake(0, 0);
[MenschSchwert runAction:Run];
MenschSchwert.physicsBody.categoryBitMask = HindernissCategory;
MenschSchwert.physicsBody.collisionBitMask = BodenCategory | MenschCategory;
MenschSchwert.physicsBody.contactTestBitMask = BodenCategory | MenschCategory;
Feind = MenschSchwert;
Feind.position = CGPointMake(self.frame.size.width * 1.25, Boden.position.y + 75);
}
if(Night){
Zombie = [SKSpriteNode spriteNodeWithImageNamed:@"Zombie.png"];
Zombie.size = CGSizeMake(50, 50);
Zombie.zPosition = 2;
Zombie.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(20, 40)];
Zombie.physicsBody.dynamic = NO;
Zombie.physicsBody.allowsRotation = NO;
Zombie.physicsBody.usesPreciseCollisionDetection = YES;
Zombie.physicsBody.restitution = 0;
Zombie.physicsBody.velocity = CGVectorMake(0, 0);
Zombie.physicsBody.categoryBitMask = HindernissCategory;
Zombie.physicsBody.collisionBitMask = BodenCategory | MenschCategory;
Zombie.physicsBody.contactTestBitMask = BodenCategory | MenschCategory;
Feind = Zombie;
Feind.position = CGPointMake(self.frame.size.width * 1.25, Boden.position.y + 75);
}
break;
case 1:
Steine = [SKSpriteNode spriteNodeWithImageNamed:@"Stein.png"];
Steine.size = CGSizeMake(50, 55);
Steine.zPosition = 2;
Steine.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
Steine.physicsBody.dynamic = NO;
Steine.physicsBody.allowsRotation = NO;
Steine.physicsBody.usesPreciseCollisionDetection = YES;
Steine.physicsBody.restitution = 0;
Steine.physicsBody.categoryBitMask = HindernissCategory;
Steine.physicsBody.collisionBitMask = BodenCategory | MenschCategory;
Steine.physicsBody.contactTestBitMask = BodenCategory | MenschCategory;
Feind = Steine;
Feind.position = CGPointMake(self.frame.size.width * 1.25, Boden.position.y + 69);
break;
case 2:
Block = [SKSpriteNode spriteNodeWithImageNamed:@"Block.png"];
Block.size = CGSizeMake(40, 35);
Block.zPosition = 2;
Block.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(25, 25)];
Block.physicsBody.dynamic = NO;
Block.physicsBody.allowsRotation = NO;
Block.physicsBody.usesPreciseCollisionDetection = YES;
Block.physicsBody.restitution = 0;
Block.physicsBody.velocity = CGVectorMake(0, 0);
Block.physicsBody.categoryBitMask = LuftHindernissCategory;
Block.physicsBody.collisionBitMask = MenschCategory;
Block.physicsBody.contactTestBitMask = MenschCategory;
Feind = Block;
Feind.position = CGPointMake(self.frame.size.width * 1.25, Boden.position.y + 110);
break;
case 3:
Stachel = [SKSpriteNode spriteNodeWithImageNamed:@"Stachel.png"];
Stachel.size = CGSizeMake(60, 60);
Stachel.zPosition = 2;
Stachel.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(25, 25)];
Stachel.physicsBody.dynamic = NO;
Stachel.physicsBody.allowsRotation = NO;
Stachel.physicsBody.usesPreciseCollisionDetection = YES;
Stachel.physicsBody.restitution = 0;
Stachel.physicsBody.velocity = CGVectorMake(0, 0);
Stachel.physicsBody.categoryBitMask = LuftHindernissCategory;
Stachel.physicsBody.collisionBitMask = MenschCategory;
Stachel.physicsBody.contactTestBitMask = MenschCategory;
Feind = Stachel;
Feind.position = CGPointMake(self.frame.size.width * 1.25, Boden.position.y + 100);
break;
default:
break;
}
if(Faster){
actionMove2 = [SKAction moveToX:-100 duration:4];
actionMoveDone2 = [SKAction removeFromParent];
[Feind runAction:[SKAction repeatActionForever:[SKAction sequence:@[actionMove2,actionMoveDone2]]]];
}
else{
actionMove = [SKAction moveToX:-100 duration:5];
actionMoveDone = [SKAction removeFromParent];
[Feind runAction:[SKAction repeatActionForever:[SKAction sequence:@[actionMove,actionMoveDone]]]];
}
[self addChild:Feind];
}
答案 0 :(得分:2)
用以下代码替换你的if语句......
if (Faster) {
[self addActionToNode:Feind withDuration:4 andKey:@"faster"];
}
else {
[self addActionToNode:Feind withDuration:5 andKey:@"slower"];
}
此方法向节点添加操作(带密钥)。该键允许您找到较慢的节点,以便在游戏加速时更新它们。
- (void) addActionToNode:(SKSpriteNode *)node withDuration:(NSTimeInterval)duration andKey:(NSString *)key
{
SKAction *move = [SKAction moveToX:-100 duration:duration];
SKAction *remove = [SKAction removeFromParent];
SKAction *action = [SKAction repeatActionForever:[SKAction sequence:@[move,remove]]];
[node runAction:action withKey:key];
if (!node.parent) {
[self addChild:node];
}
}
当游戏加速时,调用此方法更新较慢的节点......
- (void) updateActions
{
for (SKSpriteNode *node in self.children) {
if ([node actionForKey:@"slower"]) {
[node removeAllActions];
[self addActionToNode:node withDuration:4 andKey:@"faster"];
}
}
}