我正在使用的以下代码是当我在场景中的球数达到零时结束游戏。现在,当我输入代码时,我没有收到任何错误,但它没有做任何事情,因为计算球并对该计数作出反应。我对精灵套件相当新,所以我明白这是一个容易让别人感到困扰的问题,但这是第一次对场景中某个精灵的计数做出反应,所以请帮忙。
SKSpriteNode *ball;
int numberOfBalls = 3;
@implementation EasyScene
-(void)didBeginContact:(SKPhysicsContact *)contact {
if ([self isGameWon]) {
EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
[self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
}
}
-(BOOL)isGameWon {
int numberOfBalls = 3;
for (SKNode* node in self.children) {
if ([node.name isEqual: ball]) {
numberOfBalls = 0;
}
}
return numberOfBalls =0;
}
- (void) addBalls:(CGSize)size {
for (int i = 0; i < 3; i++) {
//create brick sprite from image
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball-image"];
ball.name = @"ball";
//resize balls
ball.size = CGSizeMake(self.size.width/5.5, self.size.width/5.5);
//position and space out balls
int xPos = size.width/3 * (i+.5);
int yPos = self.size.height - (self.size.width/7);
ball.position = CGPointMake(xPos, yPos);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = bottomEdgeCategory;
[self addChild:ball];
}
}
在下面的代码中,我删除了全局变量并测试了所有节点的指定名称@“ball”,如果没有找到则返回YES:
static const uint32_t ballCategory = 1; //00000000000000000000000000000001
static const uint32_t edgeCategory = 2; //00000000000000000000000000000010
static const uint32_t bottomEdgeCategory = 4; //00000000000000000000000000000100
SKSpriteNode *ball;
@implementation EasyScene
-(void)didBeginContact:(SKPhysicsContact *)contact {
//create placeholder for the "non ball" object
SKPhysicsBody *notTheBall;
SKPhysicsBody *theBall;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
notTheBall = contact.bodyB;
theBall = contact.bodyA;
} else {
notTheBall = contact.bodyA;
theBall = contact.bodyB;
}
if (notTheBall.categoryBitMask == bottomEdgeCategory) {
NSLog(@"hit bottom edge");
// SKAction *playSFX = [SKAction playSoundFileNamed:@"gameover.mp3" waitForCompletion:NO];
// [self runAction:playSFX];
// EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
// [self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
// [GameState sharedInstance].score = 0;
// [gameMusic pause];
[theBall.node removeFromParent];
}
if ([self isGameWon]) {
EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
[self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
}
}
-(BOOL)isGameWon {
unsigned count = 0;
for (SKNode* node in self.children)
if ([node.name isEqual:ball])
count++;
return count == 0;
}
- (void) addBalls:(CGSize)size {
for (int i = 0; i < 3; i++) {
//create brick sprite from image
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball-image"];
ball.name = @"ball";
//resize balls
ball.size = CGSizeMake(self.size.width/5.5, self.size.width/5.5);
//position and space out balls
int xPos = size.width/3 * (i+.5);
int yPos = self.size.height - (self.size.width/7);
ball.position = CGPointMake(xPos, yPos);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = bottomEdgeCategory;
[self addChild:ball];
}
}
答案 0 :(得分:1)
我认为应该是
return numberOfBalls == 0
你的isgameWon方法中的
你忘记了额外的=
答案 1 :(得分:1)
删除ball
全局变量,因为它不需要。
测试指定名称@"ball"
的所有节点,如果没有找到则返回YES
:
-(BOOL)isGameWon {
for (SKNode* node in self.children)
if ([node.name isEqualToString:@"ball"])
return NO;
return YES;
}