我想在Y-Axis
上移动SKSpriteNode。名为Player的SKSpriteNode没有Velocity
。玩家只能在平台接触时跳转。
每次触摸屏幕时,我都希望给予玩家最小冲动或最大冲动的冲动
如果很快点击屏幕,则最小脉冲应为例如y = 50
。
如果屏幕被保持,这意味着手指在屏幕上长,最大值应该是例如y = 100
。
但是玩家也应该能够在最小和最大高度之间跳跃,如果例如屏幕不长但也不会很快按下,播放器应该只有y = 70
的冲动。
如果屏幕被保持,播放器应该跳到他的最大高度,跌倒,如果它再次与平台接触,它应该跳,因为你仍然按住屏幕。
我已经使用此主题中的建议答案尝试了此操作:StackOverFlow 但这并没有给出最小跳跃,也没有按跳跃。
为清楚起见:冲击不应该在敲击完成后,而是在敲击时。你握的时间越长,跳跃的时间越长。
import SpriteKit
import GameKit
struct Constants {
static let minimumJumpForce:CGFloat = 40.0
static let maximumJumpForce:CGFloat = 60.0
static let characterSideSpeed:CGFloat = 18.0
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Player: SKSpriteNode!
var Platform0: SKSpriteNode!
var World: SKNode!
var Camera: SKNode!
var force: CGFloat = 40.0
var pressed = false
var isCharacterOnGround = false
.....
func SpawnPlatforms() {
Platform0 = SKSpriteNode (color: SKColor.greenColor(), size: CGSize(width: self.frame.size.width , height: 25))
Platform0.position = CGPoint(x: self.frame.size.width / 2, y: -36)
Platform0.zPosition = 1
Platform0.physicsBody = SKPhysicsBody(rectangleOfSize:Platform0.size)
Platform0.physicsBody?.dynamic = false
Platform0.physicsBody?.allowsRotation = false
Platform0.physicsBody?.restitution = 0
Platform0.physicsBody?.usesPreciseCollisionDetection = true
Platform0.physicsBody?.categoryBitMask = Platform0Category
Platform0.physicsBody?.collisionBitMask = PlayerCategory
Platform0.physicsBody?.contactTestBitMask = PlayerCategory
World.addChild(Platform0)
}
func SpawnPlayer(){
Player = SKSpriteNode (imageNamed: "Image.png")
Player.size = CGSize(width: 64, height: 64)
Player.position = CGPoint(x: self.frame.size.width / 2, y: 0)
Player.zPosition = 2
Player.physicsBody = SKPhysicsBody(rectangleOfSize:CGSize(width: 35, height: 50))
Player.physicsBody?.dynamic = true
Player.physicsBody?.allowsRotation = false
Player.physicsBody?.restitution = 0.1
Player.physicsBody?.usesPreciseCollisionDetection = true
Player.physicsBody?.categoryBitMask = PlayerCategory
Player.physicsBody?.collisionBitMask = Platform0Category
Player.physicsBody?.contactTestBitMask = Platform0Category | Platform1Category | Platform2Category | Platform3Category | Platform4Category | Platform5Category
World.addChild(Player)
}
func jump(force : CGFloat){
if(self.isCharacterOnGround){
self.Player.physicsBody?.applyImpulse(CGVectorMake(0, force))
self.isCharacterOnGround = false
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
self.pressed = true
let timerAction = SKAction.waitForDuration(0.0)
let update = SKAction.runBlock({
if(self.force < Constants.maximumJumpForce){
self.force += 2.0
}else{
self.jump(Constants.maximumJumpForce)
self.force = Constants.maximumJumpForce
}
})
let sequence = SKAction.sequence([timerAction, update])
let repeat = SKAction.repeatActionForever(sequence)
self.runAction(repeat, withKey:"repeatAction")
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
self.removeActionForKey("repeatAction")
self.jump(self.force)
self.force = Constants.minimumJumpForce
self.pressed = false
}
}
func didBeginContact(contact: SKPhysicsContact) {
//this gets called automatically when two objects begin contact with each other
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch(contactMask) {
case PlayerCategory | Platform0Category:
//either the contactMask was the bro type or the ground type
println("Contact Made0")
Green = true
self.isCharacterOnGround = true
default:
return
}
}
答案 0 :(得分:11)
这是一个关于如何制作如下内容的工作示例:
import SpriteKit
struct Constants {
static let minimumJumpForce:CGFloat = 15.0
static let maximumJumpForce:CGFloat = 30.0
static let characterSideSpeed:CGFloat = 18.0
}
class GameScene: SKScene,SKPhysicsContactDelegate
{
let CharacterCategory : UInt32 = 0x1 << 1
let PlatformCategory : UInt32 = 0x1 << 2
let WallCategory : UInt32 = 0x1 << 3
var force: CGFloat = 16.0 //Initial force
var pressed = false
var isCharacterOnGround = false // Use this to prevent jumping while in the air
let character = SKSpriteNode(color: .green, size: CGSize(width: 30, height:30))
let debugLabel = SKLabelNode(fontNamed: "Geneva")
override func didMove(to view: SKView)
{
//Setup contact delegate so we can use didBeginContact and didEndContact methods
physicsWorld.contactDelegate = self
physicsWorld.speed = 0.5
//Setup borders so character can't escape from us :-)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
self.physicsBody?.categoryBitMask = WallCategory
self.physicsBody?.collisionBitMask = CharacterCategory
//Setup character
character.position = CGPoint(x: 150, y: 150)
character.physicsBody = SKPhysicsBody(rectangleOf: character.size)
character.physicsBody?.categoryBitMask = CharacterCategory
character.physicsBody?.contactTestBitMask = PlatformCategory
character.physicsBody?.collisionBitMask = PlatformCategory | WallCategory
character.physicsBody?.allowsRotation = false
character.physicsBody?.isDynamic = true
character.physicsBody?.restitution = 0.1
self.addChild(character)
generatePlatforms()
debugLabel.text = " DEBUG: "
debugLabel.fontColor = .white
debugLabel.fontSize = 12.0
debugLabel.position = CGPoint(x: frame.midX, y: frame.midY+100)
self.addChild(debugLabel)
}
func generatePlatforms(){
for i in 1...4
{
let position = CGPoint(x: frame.midX, y: CGFloat(i)*140.0 - 100)
let platform = createPlatformAtPosition(position: position)
self.addChild(platform)
}
}
func createPlatformAtPosition(position : CGPoint)->SKSpriteNode{
let platform = SKSpriteNode(color: .green, size: CGSize(width: frame.size.width, height:20))
platform.position = position
platform.physicsBody = SKPhysicsBody(
edgeFrom: CGPoint(x: -platform.size.width/2.0, y:platform.size.height/2.0),
to:CGPoint(x: platform.size.width/2.0, y: platform.size.height/2.0))
platform.physicsBody?.categoryBitMask = PlatformCategory
platform.physicsBody?.contactTestBitMask = CharacterCategory
platform.physicsBody?.collisionBitMask = CharacterCategory
platform.physicsBody?.allowsRotation = false
platform.name = "platform"
platform.physicsBody?.isDynamic = false
platform.physicsBody?.restitution = 0.0
return platform
}
func jump(force : CGFloat){
if(self.isCharacterOnGround){
self.character.physicsBody?.applyImpulse(CGVector(dx: 0, dy: force))
self.character.physicsBody?.collisionBitMask = WallCategory
self.isCharacterOnGround = false
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.pressed = true
let timerAction = SKAction.wait(forDuration: 0.05)
let update = SKAction.run({
if(self.force < Constants.maximumJumpForce){
self.force += 2.0
}else{
self.jump(force: Constants.maximumJumpForce)
self.force = Constants.maximumJumpForce
}
})
let sequence = SKAction.sequence([timerAction, update])
let repeat_seq = SKAction.repeatForever(sequence)
self.run(repeat_seq, withKey:"repeatAction")
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.removeAction(forKey: "repeatAction")
self.jump(force: self.force)
self.force = Constants.minimumJumpForce
self.pressed = false
}
override func update(_ currentTime: TimeInterval) {
debugLabel.text = "DEBUG: onTheGround : \(isCharacterOnGround), force \(force)"
if(character.position.x <= character.size.width/2.0 + 5.0 && character.physicsBody!.velocity.dx < 0.0 ){
character.physicsBody?.applyForce(CGVector(dx: Constants.characterSideSpeed, dy: 0.0))
}else if((character.position.x >= self.frame.size.width - character.size.width/2.0 - 5.0) && character.physicsBody!.velocity.dx >= 0.0){
character.physicsBody?.applyForce(CGVector(dx: -Constants.characterSideSpeed, dy: 0.0))
}else if(character.physicsBody!.velocity.dx > 0.0){
character.physicsBody!.applyForce(CGVector(dx: Constants.characterSideSpeed, dy: 0.0))
}else{
character.physicsBody!.applyForce(CGVector(dx: -Constants.characterSideSpeed, dy: 0.0))
}
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody, 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 & CharacterCategory) != 0 &&
(secondBody.categoryBitMask & PlatformCategory != 0)) {
let platform = secondBody.node! as! SKSpriteNode
// platform.color = UIColor.redColor()
let platformSurfaceYPos = platform.position.y + platform.size.height/2.0
let player = contact.bodyB.node! as! SKSpriteNode
let playerLegsYPos = player.position.y - player.size.height/2.0
if((platformSurfaceYPos <= playerLegsYPos)){
character.physicsBody?.collisionBitMask = PlatformCategory | WallCategory
self.isCharacterOnGround = true
if(self.pressed){
let characterDx = character.physicsBody?.velocity.dx
character.physicsBody?.velocity = CGVector(dx: characterDx!, dy: 0.0)
self.jump(force: Constants.maximumJumpForce)
}
}
}
}
func didEnd(_ contact: SKPhysicsContact) {
var firstBody, 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 & CharacterCategory) != 0 &&
(secondBody.categoryBitMask & PlatformCategory != 0)) {
let platform = secondBody.node as! SKSpriteNode
let platformSurfaceYPos = platform.position.y + platform.size.height/2.0
let player = contact.bodyB.node as! SKSpriteNode
let playerLegsYPos = player.position.y - player.size.height/2.0
if((platformSurfaceYPos <= playerLegsYPos) && ((character.physicsBody?.velocity.dy)! > CGFloat(0.0))){
character.physicsBody?.collisionBitMask = WallCategory
self.isCharacterOnGround = false
}
}
}
}
请注意,这是一个简单的示例,在实际应用中,您可能需要以不同的方式处理isOnTheGround等状态。现在,要确定角色是否在地面上,您只需在角色与平台建立联系时设置isOnTheGround = true
,并在false
中将其设置为didEndContact
...但有时会出现这种情况角色可以在空中与平台接触(例如,侧面接触)......
修改强>
我更改了代码,让玩家在按下时跳转。结果如下:
重要:强>
实际的平台实施和联系处理取决于您,并且未经过测试。此示例的唯一目的是向您展示如何在按下时跳转。目前,physicsWorld.speed
设置为0.5以使动画更慢,因为它更容易调试,但您可以将其更改为默认值(1.0)。
因此,从图像中可以看出,当玩家在第一个平台上时,会出现一些小的跳跃(通过简单的敲击或短按)。然后(玩家仍然在第一个平台上)长按已经完成,并且玩家已经跳到了第二个平台上。之后,又完成了另一次长按,但这次没有释放,玩家开始用最大的力量从一个平台跳到另一个平台。
这需要大量的调整和适当的平台&amp;接触检测,但它可以让你了解如何实现你所询问的跳跃。