我需要一些帮助。 我正在开发一款游戏,我有两个问题。 游戏的快速解释:
有三个不同的节点(鲨鱼(球员),水球和砖)
比赛开始时,有一条鲨鱼,四个水球和八块砖。
当鲨鱼接触水球时,球员获得积分,水球消失,游戏在随机位置添加另一个水球,当鲨鱼与砖鲨接触死亡并从屏幕上消失时。
我的问题是;
首先:当我们击中水球时,我们如何在空位添加水球。如何确保新水球位于砖块和其他水球的不同位置?
第二
我想在添加新水球之前等几秒钟。我该怎么做?
以下是我的代码的一部分。
谢谢,
-(void) addWaterBallTopLeft {
WaterBall *waterBall = [WaterBall waterBallAtPosition:CGPointMake
([Util randomWithMin:(self.frame.size.width/10) + self.waterBall.size.width max:self.frame.size.width/2-self.brickT.size.width],
[Util randomWithMin:(self.frame.size.height- (self.frame.size.height/4)) + self.brickW.size.height max:self.frame.size.height-20])];
waterBall.name = @"WATERBALLTL";
[self addChild:waterBall ];
}
-(void) addWaterBallTopRight {
WaterBall *waterBall = [WaterBall waterBallAtPosition:CGPointMake([Util randomWithMin:self.frame.size.width/2+20 max:self.frame.size.width-20], [Util randomWithMin:(self.frame.size.height- (self.frame.size.height/4)-20) max:self.frame.size.height-20])];
waterBall.name = @"WATERBALLTR";
[self addChild:waterBall ];
}
-(void) addWaterBallBottomLeft {
WaterBall *waterBall = [WaterBall waterBallAtPosition:CGPointMake([Util randomWithMin:20 max:self.frame.size.width/2-20], [Util randomWithMin:(self.frame.size.height/2)+20 max:(self.frame.size.height- (self.frame.size.height/4)-20)])];
waterBall.name = @"WATERBALLBL";
[self addChild:waterBall];
}
-(void) addWaterBallBottomRight {
WaterBall *waterBall = [WaterBall waterBallAtPosition:CGPointMake([Util randomWithMin:self.frame.size.width/2+20 max:self.frame.size.width-20], [Util randomWithMin:(self.frame.size.height/2)+20 max:(self.frame.size.height- (self.frame.size.height/4)-20)])];
waterBall.name = @"WATERBALLBR";
[self addChild:waterBall];
}
-(void) addBrick {
BrickW *brickW1 = [BrickW BrickWAtPosition:CGPointMake( (self.frame.size.width/12)* 1 , self.frame.size.height - self.frame.size.height * 0.25) ];
[self addChild:brickW1];
BrickW *brickW2 = [BrickW BrickWAtPosition:CGPointMake( (self.frame.size.width/12)* 3 , self.frame.size.height - self.frame.size.height * 0.25) ];
[self addChild:brickW2];
BrickW *brickW3 = [BrickW BrickWAtPosition:CGPointMake( (self.frame.size.width/12)* 9, self.frame.size.height - self.frame.size.height * 0.25)];
[self addChild:brickW3];
BrickW *brickW4 = [BrickW BrickWAtPosition:CGPointMake( (self.frame.size.width/12)* 11, self.frame.size.height - self.frame.size.height * 0.25)];
[self addChild:brickW4];
BrickT *brickT1 = [BrickT BrickTAtPosition:CGPointMake( self.frame.size.width/2 , (self.frame.size.height / 24)*23 )];
[self addChild:brickT1];
BrickT *brickT2 = [BrickT BrickTAtPosition:CGPointMake( self.frame.size.width/2 , (self.frame.size.height / 24)*21 ) ];
[self addChild:brickT2];
BrickT *brickT3 = [BrickT BrickTAtPosition:CGPointMake( self.frame.size.width/2 , (self.frame.size.height / 24)*13 )];
[self addChild:brickT3];
BrickT *brickT4 = [BrickT BrickTAtPosition:CGPointMake( self.frame.size.width/2 , (self.frame.size.height / 24)*15)];
[self addChild:brickT4];
}
- (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;
}
if ( firstBody.categoryBitMask == CollisionCategoryBrick && secondBody.categoryBitMask == CollisionCategoryShark ) {
NSLog(@"BRICK");
[contact.bodyB.node removeFromParent];
} else if ( firstBody.categoryBitMask == CollisionCategoryWaterBall && secondBody.categoryBitMask == CollisionCategoryShark ) {
NSLog(@"BALL");
self.addSeconds =YES;
[contact.bodyA.node removeFromParent];
[self addPoints:PointsPerHit];
if (![ self childNodeWithName:@"WATERBALLTL"]) {
[self addWaterBallTopLeft];
}
if (![ self childNodeWithName:@"WATERBALLTR"]) {
[self addWaterBallTopRight];
}
if (![ self childNodeWithName:@"WATERBALLBL"]) {
[self addWaterBallBottomLeft];
}
if (![ self childNodeWithName:@"WATERBALLBR"]) {
[self addWaterBallBottomRight];
} }
NSLog(@"%lu", (unsigned long)[self.children count]);
}
-(void)update:(CFTimeInterval)currentTime {
if (startGamePlay){
startTime = currentTime;
startGamePlay = NO;
}
timeSinceStart = (currentTime -startTime);
countDownInt = 1000 - (int)(currentTime-startTime);
if (countDownInt > 0 && self.addSeconds == NO) {
countDown.text = [NSString stringWithFormat:@"%i", countDownInt];
} else if(countDownInt > 0 && self.addSeconds == YES){
startTime +=2;
countDown.text = [NSString stringWithFormat:@"%i", countDownInt];
self.addSeconds = NO;
}
if (countDownInt == 0 ){
countDown.text =@"0";
Level2 *level2 = [Level2 sceneWithSize:self.frame.size];
SKTransition *transition = [SKTransition fadeWithDuration:0.5];
[self.view presentScene:level2 transition:transition];
}
}
答案 0 :(得分:0)
//回答你的第二个问题是使用一个skaction序列,它会在1秒后激活一个函数
SKAction *Timetofire= [SKAction sequence:@[
//time after you want to fire a function
[SKAction waitForDuration:1],
[SKAction performSelector:@selector(urFunction)
onTarget:self]
]];
[self runAction:Timetofire withKey:@"key"];
//if you want your function eld fire x number of time
[self runAction:[SKAction repeatAction:Timetofire count:10]];
where x in number of times you wan't your function to fire
//if you want your function fire forever
[self runAction:[SKAction repeatActionForever:Timetofire ]];
1)现在你的第一个问题的答案使用了预定义的NSMutableArray来存储多个CGPoint。每个CGPoint定义你的鲨鱼,球和其他项目的位置,确保每个CGPoint的值彼此不同,这将使你的项目随机发生。