我试图让我的'敌人'在所有界限上反弹。例如,当敌人与屏幕的左,右,顶部和底部发生碰撞时,它应该改变方向。
这是我目前的代码:
import SpriteKit
import GameplayKit
struct Physics {
static let Enemy: UInt32 = 0x1 << 1
let BorderCategory : UInt32 = 0x1 << 2
let BottomCategory : UInt32 = 0x1 << 3
let BallCategory : UInt32 = 0x1 << 4
}
class GameScene: SKScene {
var Enemy = SKSpriteNode()
var gameStarted = Bool()
var gameState = "running"
var destX : CGFloat = 0.0
var destY : CGFloat = 0.0
var score = 0
override func didMove(to view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
let screenSize: CGRect = UIScreen.main().bounds // get the screen size
let screenWidth = screenSize.width //get the width
let screenHeight = screenSize.height //get the height
Enemy = SKSpriteNode(imageNamed: "red2")
Enemy.size = CGSize(width: 60, height: 70)
Enemy.position = (CGPoint(x: self.frame.width / 6 - Enemy.frame.width, y: self.frame.height / 10))
Enemy.physicsBody = SKPhysicsBody(circleOfRadius: Enemy.frame.height / 2)
Enemy.physicsBody?.categoryBitMask = Physics.Enemy
//Enemy.physicsBody?.categoryBitMask = Physics.Ground | Physics.wall
//Enemy.physicsBody?.contactTestBitMask = Physics.Ground | Physics.wall
Enemy.physicsBody?.affectedByGravity = false
Enemy.physicsBody?.isDynamic = true
self.addChild(Enemy)
Enemy.physicsBody?.velocity = CGVector(dx: 50, dy: 50)
if (Enemy.position.x == screenWidth) {
Enemy.physicsBody?.velocity = CGVector(dx: -50, dy: 0) // change direction at edge DOESN'T WORK
}
if(Enemy.position.y == screenHeight){
Enemy.physicsBody?.velocity = CGVector(dx: 0, dy: -50) //change direction at edge DOESN'T WORK
}
}
答案 0 :(得分:1)
好的,根据你的代码,我写了一个工作的弹跳精灵。它使用物理引擎来实现这一点,而不是手动改变方向(我猜你应该怎么做)。
override func didMove(to view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFrom: frame)
borderBody.friction = 0
borderBody.categoryBitMask = Physics.wall
physicsBody = borderBody
let enemy = enemySprite(size: CGSize(width: 60, height: 70), position: CGPoint(x: frame.size.width/2, y: frame.size.height/2))
addChild(enemy)
let force = SKAction.applyForce(CGVector(dx: 300, dy: 300) , duration: 0.1)
enemy.run(force)
}
func enemySprite(size: CGSize, position: CGPoint) -> SKSpriteNode {
let enemy = SKSpriteNode(color: SKColor.red(), size: CGSize(width: 60, height: 80))
enemy.position = CGPoint(x: frame.width/2, y: frame.height/2)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.frame.height / 2) // A bit silly with circle, but you seem to have an image for this use
enemy.physicsBody?.categoryBitMask = Physics.enemy
enemy.physicsBody?.restitution = 1
enemy.physicsBody?.friction = 0
enemy.physicsBody?.collisionBitMask = Physics.wall
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.angularDamping = 0
enemy.physicsBody?.linearDamping = 0
return enemy
}
您需要考虑的问题是如何设置场景?场景大小与视图大小相同吗?否则,场景的物理身体不会让球在你期望的地方反弹......
答案 1 :(得分:0)
由于您的条件,它不会(在大多数情况下) - 使用等于运算符而不是大于/小于运算符。
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
// Create enemy with physics body attached and add it to the scene
let enemy = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width: 20, height: 20))
enemy.name = "enemy"
enemy.position = CGPoint(x: size.width / 2, y: size.height / 2)
enemy.physicsBody = SKPhysicsBody(rectangleOfSize: enemy.size)
enemy.physicsBody!.affectedByGravity = false
enemy.physicsBody!.linearDamping = 0
enemy.physicsBody!.mass = 0.1
enemy.physicsBody!.velocity = CGVector(dx: 150, dy: 0)
addChild(enemy)
}
override func didSimulatePhysics() {
let enemy = childNodeWithName("enemy")!
if (enemy.position.x > size.width && enemy.physicsBody!.velocity.dx > 0)
|| (enemy.position.x < 0 && enemy.physicsBody!.velocity.dx < 0) {
enemy.physicsBody!.velocity.dx *= -1
}
}
}