Swift中的ScoreLabel游戏无法正常工作

时间:2015-04-09 07:28:57

标签: ios swift uilabel

我试图让一个分数标签在我的游戏中起作用,我希望每当"英雄"时,分数会增加1。通过"墙"我已经得到了它,所以数字0在得分所在的角落里是最高的,当我开始游戏时,它会计算但速度太快。因为在墙上甚至还没到,我已经在示例中:67分。关于如何获得它的任何建议,以便当英雄通过墙壁时它给出1点或者如果墙壁到达点x我得到1点?

它有点像飞鸟!

这是代码

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {


var movingGround: CSMovingGround!
var hero: CSHero!
var cloudGenerator: CSCloudGenerator!
var wallGenerator: CSWallGenerator!
var wall: CSWall!
var scoreLabel = UILabel()
var score = Int()
var isStarted = false

var heroCategory: UInt32 = 1<<1
var wallCategory: UInt32 = 1<<2
var groundCategory: UInt32 = 1<<2
var invisCategory: UInt32 = 1<<3
let walls = CSWall()



override func didMoveToView(view: SKView) {
    backgroundColor = UIColor(red: 159.0/255.0, green: 201.0/255, blue: 244.0/255.0, alpha: 1.0)

    /*
    let backgroundTexture = SKTexture(imageNamed: "background.png")
    let backgroundImage = SKSpriteNode(texture: backgroundTexture, size: view.frame.size)
    backgroundImage.position = view.center
    addChild(backgroundImage)
    */



    // add ground
    movingGround = CSMovingGround(size: CGSizeMake(view.frame.width, kCSGroundHeight))
    movingGround.position = CGPointMake(0, view.frame.size.height/2)

    self.addChild(movingGround)

    // add hero
    hero = CSHero()
    hero.position = CGPointMake(70, movingGround.position.y + movingGround.frame.size.height/2 + hero.frame.size.height/2)
    hero.physicsBody = SKPhysicsBody(rectangleOfSize: hero.size)
    hero.physicsBody?.dynamic = true
    hero.physicsBody?.allowsRotation = false
    hero.physicsBody!.collisionBitMask = heroCategory | wallCategory
    hero.physicsBody!.contactTestBitMask = wallCategory | heroCategory | groundCategory
    self.addChild(hero)
    hero.breathe()


    // add cloud generator
    cloudGenerator = CSCloudGenerator(color: UIColor.clearColor(), size: view.frame.size)
    cloudGenerator.position = view.center
    addChild(cloudGenerator)
    cloudGenerator.populate(7)
    cloudGenerator.startGeneratingWithSpawnTime(5)

    // add wall generator

    wallGenerator = CSWallGenerator(color: UIColor.clearColor(), size: view.frame.size)
    wallGenerator.position = view.center
    wallGenerator.physicsBody = SKPhysicsBody(edgeLoopFromRect : wallGenerator.frame)
    wallGenerator.physicsBody?.dynamic = false
    wallGenerator.physicsBody?.categoryBitMask = wallCategory
    wallGenerator.physicsBody!.collisionBitMask = wallCategory | heroCategory | invisCategory
    wallGenerator.physicsBody!.contactTestBitMask = invisCategory

    self.addChild(wallGenerator)


    let ground1 = SKSpriteNode(color: UIColor.clearColor(), size: CGSizeMake(view.frame.size.width, 20))
    ground1.position = view.center
    ground1.physicsBody = SKPhysicsBody(rectangleOfSize: ground1.size)
    ground1.physicsBody!.dynamic = false
    ground1.physicsBody!.affectedByGravity = false
    ground1.physicsBody!.categoryBitMask = groundCategory
    ground1.physicsBody!.collisionBitMask = groundCategory | heroCategory
    self.addChild(ground1)

    let ground2 = SKSpriteNode(color: UIColor.blackColor(), size: CGSizeMake(view.frame.size.width, 20))
    ground2.position = CGPointMake(284, 98)
    ground2.physicsBody = SKPhysicsBody(rectangleOfSize: ground2.size)
    ground2.physicsBody!.dynamic = false
    ground2.physicsBody!.affectedByGravity = false
    ground2.physicsBody!.categoryBitMask = groundCategory
    ground2.physicsBody!.collisionBitMask = groundCategory | heroCategory
    self.addChild(ground2)

    let ground3 = SKSpriteNode(color: UIColor.blackColor(), size: CGSizeMake(20, 500))
    ground3.position = CGPointMake(100, 100)
    ground3.physicsBody = SKPhysicsBody(rectangleOfSize: ground3.size)
    ground3.physicsBody?.dynamic = false
    ground3.physicsBody?.categoryBitMask = invisCategory
    ground3.physicsBody!.collisionBitMask = invisCategory | wallCategory
    ground3.physicsBody!.contactTestBitMask = wallCategory
    self.addChild(ground3)

    physicsWorld.contactDelegate = self

    scoreLabel.text = "\(score)"
    scoreLabel = UILabel(frame: CGRect(x: 10, y: 10, width: 100, height: 20))
    scoreLabel.backgroundColor = UIColor(red: 0.6, green: 0.1, blue: 0.1, alpha: 0)
    scoreLabel.textColor = UIColor.blackColor()
    self.view?.addSubview(scoreLabel)


}


func start() {
    isStarted = true
    hero.stop()
    hero.startRunning()
    movingGround.start()

}


override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
    if !isStarted {
        start()
        score = 0
        scoreLabel.text = "0"
        wallGenerator.startGeneratingWallsEvery(0.5)
    } else {
        hero.flip()
    }


}

func addScore() {
    score++
    scoreLabel.text = "\(score)"
}

func didBeginContact(contact: SKPhysicsContact) {
    var firstBody = SKPhysicsBody()
    var secondBody = SKPhysicsBody()
    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        firstBody = contact.bodyA
        secondBody = contact.bodyB
    } else {
        firstBody = contact.bodyB
        secondBody = contact.bodyA
    }

    if firstBody.categoryBitMask == invisCategory && secondBody.categoryBitMask == wallCategory || firstBody.categoryBitMask == wallCategory && secondBody.categoryBitMask == invisCategory {
        self.addScore()
    }

    if (firstBody.categoryBitMask & UInt32(heroCategory)) != 0 && (secondBody.categoryBitMask & UInt32(wallCategory)) != 0 {
        wallGenerator.removeFromParent()
        let reveal = SKTransition.flipHorizontalWithDuration(0.5)
        let scene = GameOverScene(size: self.size, won: false)
        self.view?.presentScene(scene, transition: reveal)
    }


}


override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */

}
}

CSWall代码(墙)

import Foundation
import SpriteKit

class CSWall: SKSpriteNode {

let WALL_WIDTH: CGFloat = 30.0
let WALL_HEIGHT: CGFloat = 50.0
let WALL_COLOR = UIColor.blackColor()

override init() {
    super.init(texture: nil, color: WALL_COLOR, size: CGSizeMake(WALL_WIDTH, WALL_HEIGHT))
    startMoving()
}

required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}

func startMoving() {
    let moveLeft = SKAction.moveByX(-300, y: 0, duration: 1)
    runAction(SKAction.repeatActionForever(moveLeft))
}


}

在游戏中生成墙的代码

import SpriteKit

class CSWallGenerator: SKSpriteNode {

var generationTimer: NSTimer?

func startGeneratingWallsEvery(seconds: NSTimeInterval) {
    generationTimer = NSTimer.scheduledTimerWithTimeInterval(seconds, target: self, selector: "generateWall", userInfo: nil, repeats: true)


}

func generateWall() {
    var scale: CGFloat
    let rand = arc4random_uniform(2)
    if rand == 0 {
        scale = -1.0
    } else {
        scale = 1.0
    }

    let wall = CSWall()
    wall.position.x = size.width/2 + wall.size.width/2
    wall.position.y = scale * (kCSGroundHeight/2 + wall.size.height/2)
    wall.physicsBody = SKPhysicsBody(rectangleOfSize: wall.size)
    wall.physicsBody?.dynamic = false
    addChild(wall)

}

}

0 个答案:

没有答案