我有两个节点。球员和敌人。我希望Enemy节点一旦足够接近就跟随Player节点,当Enemy节点与Player节点发生碰撞时它将停止。我得到的是Enemy节点在Player之上,两个节点都被推送。我想过以某种方式阻止Enemy节点与Player的碰撞,但在我看来它应该是一个更清洁方式。
(我通过在更新时更改它来移动Enemy节点。)
这是我的GameScene.sks:
-(void)didMoveToView:(SKView *)view {
player = [self childNodeWithName:@"character"];
enemy = [self childNodeWithName:@"enemy"];
self.physicsWorld.contactDelegate = self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
moveToTouch = [touch locationInNode:self];
SKNode *tile = [self nodeAtPoint:moveToTouch];
if([tile.name isEqualToString:@"tile"])
{
moveToTouch = tile.position;
}
}
}
-(void)update:(CFTimeInterval)currentTime {
[self walk:player to:moveToTouch];
if((SDistanceBetweenPoints(enemy.position, player.position) < 200))
{
[self walk:enemy to:player.position];
}
}
-(void)walk:(SKNode*)node to:(CGPoint)moveTo
{
if (CGPointEqualToPoint(moveTo, CGPointZero))
{
return;
}
if(round(moveTo.y) != round(node.position.y))
{
if(moveTo.y > node.position.y)
{
node.position = CGPointMake(node.position.x,node.position.y+2);
}
else if (moveTo.y < node.position.y)
{
node.position = CGPointMake(node.position.x,node.position.y-2);
}
}else if(round(moveTo.x) != round(node.position.x))
{
if(moveTo.x > node.position.x)
{
node.position = CGPointMake(node.position.x+2,node.position.y);
}
else if (moveTo.x < node.position.x)
{
node.position = CGPointMake(node.position.x-2,node.position.y);
}
}
float distance = SDistanceBetweenPoints(node.position, moveTo);
if (distance < 1.0){
moveToTouch = CGPointZero;
}
}
答案 0 :(得分:1)
我不知道你是如何设置敌人跟随玩家的。 但你可以尝试
使用碰撞检测来了解碰撞的时间。