我遇到的问题是,在达到某个分数后,我的平台距离会变得混乱。我希望游戏的开始就像touchesBegan中的spawnDelayForever部分一样,直到得分达到5.在得分达到5 ... 10 ... 15之后,依此类推,我希望平台能够以相同的空间加速每个产卵之间无论如何。问题是当分数达到5时,平台加速但每个产卵之间的距离/空间不一样。它们相距甚远。有谁能够帮我?
希望这并不会让任何人感到困惑,但如果确实让我澄清了。我只是希望平台在达到某个分数后加速,每个产生之间的空间相同。这意味着随着每次速度的提高,waitForDuration应该加速(小于2.0)。
我的部分代码:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if gameStarted == false {
gameStarted = true
ball.physicsBody?.affectedByGravity = true
title.removeFromParent()
let spawn = SKAction.runBlock({
()in
self.creatingPlatforms()
})
let delay = SKAction.waitForDuration(2.0)
let spawnDelay = SKAction.sequence([spawn, delay])
let spawnDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spawnDelayForever)
let distance = CGFloat(self.frame.width + 170 + officialPlatform.frame.width)
let movePlatforms = SKAction.moveByX(-distance, y: 0, duration: NSTimeInterval(0.01 * distance))
let removePlatforms = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePlatforms, removePlatforms])
ball.physicsBody?.velocity = CGVectorMake(0, 0)
ball.physicsBody?.applyImpulse(CGVectorMake(0, 0))
scoreLbl.fontSize = 35
scoreLbl.position = CGPoint(x: self.frame.width / 2, y: scene!.frame.height / 2 + 300)
scoreLbl.fontColor = UIColor.blackColor()
scoreLbl.text = "\(score)"
score = 0
self.addChild(scoreLbl)
}
else {
ball.physicsBody?.velocity = CGVectorMake(0, 0)
ball.physicsBody?.applyImpulse(CGVectorMake(0, 45))
ball.physicsBody?.restitution = 0
scoreNode.physicsBody?.restitution = 0
}
}
func creatingPlatforms() {
scoreNode = SKSpriteNode()
scoreNode.size = CGSize(width: 120, height: 25)
scoreNode.position = CGPoint(x: self.frame.width + 95, y: self.frame.height / 2)
scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
scoreNode.physicsBody?.affectedByGravity = false
scoreNode.physicsBody?.dynamic = false
scoreNode.physicsBody?.categoryBitMask = physicsCategory.score
scoreNode.physicsBody?.collisionBitMask = 0
scoreNode.physicsBody?.contactTestBitMask = physicsCategory.ball
scoreNode.name = "scoreNode"
officialPlatform = SKNode()
let platform = SKSpriteNode(imageNamed: "platform")
platform.size = CGSize(width: 140, height: 25)
platform.position = CGPoint(x: self.frame.width + 95, y: self.frame.height / 2)
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.categoryBitMask = physicsCategory.platform
platform.physicsBody?.collisionBitMask = physicsCategory.ball
platform.physicsBody?.contactTestBitMask = physicsCategory.ball
platform.physicsBody?.affectedByGravity = false
platform.physicsBody?.dynamic = false
officialPlatform.name = "official platform"
officialPlatform.runAction(moveAndRemove)
officialPlatform.addChild(platform)
officialPlatform.addChild(scoreNode)
self.addChild(officialPlatform)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if score >= 5 && score <= 9 {
moveAndRemove.speed = 0.9
}
}
}
答案 0 :(得分:0)
我在这里找到了另一个问题的答案。 swift - Increase speed of objects over time
我在我的触摸中将public string ZodziuSkaiciavimas()
{
foreach (var sentence in Sakiniai.TrimEnd('.').Split('.'))
{
Console.WriteLine(eilute.ToString() + " sakinyje zodziu:" + (sentence.Trim().Split(' ').Count() + sentence.Trim().Split('-').Count() + sentence.Trim().Split(';').Count() + sentence.Trim().Split(':').Count() + sentence.Trim().Split(',').Count() - 4));
eilute++;
}
return Rezultatas;
}
改为self.runAction(spawnDelayForever)
。然后在更新功能中,我将其更改为:
self.runAction(spawnDelayForever, withKey: "spawnDelayForever")