我是Xcode的新手,并且已经为我的班级制作了一个2D游戏。我一直有按钮问题一段时间了。我刚刚解决了为什么我的跳转按钮无法正常工作,但我也有一个攻击按钮。
我已将按钮设置为屏幕上的按钮,并在按下时更改图像。但是,我不知道将播放器图像更改为跳转动画的代码。我也不知道如何为它和敌人设置碰撞,以便攻击动画能够击中。
所以我的问题是,如何让按钮启动跳跃动画,以及如何设置碰撞以在击中时摧毁敌人?
到目前为止,这是我的代码:
override func sceneDidLoad() {
//Setup start button
jumpButton = SKSpriteNode(texture: jumpButtonTexture)
jumpButton.position = CGPoint(x: 1850, y: 130)
jumpButton.size = CGSize(width: 200, height: 200)
jumpButton.zPosition = 20
addChild(jumpButton)
//Setup start button
attackButton = SKSpriteNode(texture: attackButtonTexture)
attackButton.position = CGPoint(x: 1550, y: 130)
attackButton.size = CGSize(width: 200, height: 200)
attackButton.zPosition = 20
addChild(attackButton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if selectedButton != nil {
handleJumpButtonHover(isHovering: false)
handleAttackButtonHover(isHovering: false)
}
if jumpButton.contains(touch.location(in: self)) {
selectedButton = jumpButton
handleJumpButtonHover(isHovering: true)
} else if attackButton.contains(touch.location(in: self)) {
selectedButton = attackButton
handleAttackButtonHover(isHovering: true)
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if selectedButton == jumpButton {
handleJumpButtonHover(isHovering: false)
if (jumpButton.contains(touch.location(in: self))) {
handleJumpButtonClick()
}
} else if selectedButton == attackButton {
handleAttackButtonHover(isHovering: false)
if (attackButton.contains(touch.location(in: self))) {
handleAttackButtonClick()
}
}
}
selectedButton = nil
}
func handleJumpButtonHover(isHovering : Bool) {
if isHovering {
jumpButton.texture = jumpButtonPressedTexture
} else {
jumpButton.texture = jumpButtonTexture
}
}
func handleAttackButtonHover(isHovering : Bool) {
if isHovering {
attackButton.texture = attackButtonPressedTexture
} else {
attackButton.texture = attackButtonTexture
}
}
func handleJumpButtonClick() {
self.playerNode.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
self.playerNode.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 20))
}
func handleAttackButtonClick() {
}
答案 0 :(得分:2)
我写了一个小'启动'项目,以简单的方式(我希望)演示了很多概念 - 只需将代码放入一个新项目并运行:
这是一个简单的Sprite-Kit GameScene.swift。创建一个新的空SpriteKit项目,并用此替换GameScene.swift。然后构建并运行。
单击屏幕上的任何对象以使其移动。检查日志和注释,看看哪些碰撞,哪些碰撞。
//
// GameScene.swift
// bounceTest
//
// Created by Stephen Ives on 05/04/2016.
// Copyright (c) 2016 Stephen Ives. All rights reserved.
//
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let objectSize = 150
let initialImpulse: UInt32 = 300 // Needs to be proportional to objectSize
//Physics categories
let purpleSquareCategory: UInt32 = 1 << 0
let redCircleCategory: UInt32 = 1 << 1
let blueSquareCategory: UInt32 = 1 << 2
let edgeCategory: UInt32 = 1 << 31
let purpleSquare = SKSpriteNode()
let blueSquare = SKSpriteNode()
let redCircle = SKSpriteNode()
override func didMove(to view: SKView) {
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
//Create an boundary else everything will fly off-screen
let edge = frame.insetBy(dx: 0, dy: 0)
physicsBody = SKPhysicsBody(edgeLoopFrom: edge)
physicsBody?.isDynamic = false //This won't move
name = "Screen_edge"
scene?.backgroundColor = SKColor.black
// Give our 3 objects their attributes
blueSquare.color = SKColor.blue
blueSquare.size = CGSize(width: objectSize, height: objectSize)
blueSquare.name = "shape_blueSquare"
blueSquare.position = CGPoint(x: size.width * -0.25, y: size.height * 0.2)
let circleShape = SKShapeNode(circleOfRadius: CGFloat(objectSize))
circleShape.fillColor = SKColor.red
redCircle.texture = view.texture(from: circleShape)
redCircle.size = CGSize(width: objectSize, height: objectSize)
redCircle.name = "shape_redCircle"
redCircle.position = CGPoint(x: size.width * 0.4, y: size.height * -0.4)
purpleSquare.color = SKColor.purple
purpleSquare.size = CGSize(width: objectSize, height: objectSize)
purpleSquare.name = "shape_purpleSquare"
purpleSquare.position = CGPoint(x: size.width * -0.35, y: size.height * 0.4)
addChild(blueSquare)
addChild(redCircle)
addChild(purpleSquare)
redCircle.physicsBody = SKPhysicsBody(circleOfRadius: redCircle.size.width/2)
blueSquare.physicsBody = SKPhysicsBody(rectangleOf: blueSquare.frame.size)
purpleSquare.physicsBody = SKPhysicsBody(rectangleOf: purpleSquare.frame.size)
setUpCollisions()
checkPhysics()
}
func setUpCollisions() {
//Assign our category bit masks to our physics bodies
purpleSquare.physicsBody?.categoryBitMask = purpleSquareCategory
redCircle.physicsBody?.categoryBitMask = redCircleCategory
blueSquare.physicsBody?.categoryBitMask = blueSquareCategory
physicsBody?.categoryBitMask = edgeCategory // This is the edge for the scene itself
// Set up the collisions. By default, everything collides with everything.
redCircle.physicsBody?.collisionBitMask &= ~purpleSquareCategory // Circle doesn't collide with purple square
purpleSquare.physicsBody?.collisionBitMask = 0 // purpleSquare collides with nothing
// purpleSquare.physicsBody?.collisionBitMask |= (redCircleCategory | blueSquareCategory) // Add collisions with red circle and blue square
purpleSquare.physicsBody?.collisionBitMask = (redCircleCategory) // Add collisions with red circle
blueSquare.physicsBody?.collisionBitMask = (redCircleCategory) // Add collisions with red circle
// Set up the contact notifications. By default, nothing contacts anything.
redCircle.physicsBody?.contactTestBitMask |= purpleSquareCategory // Notify when red circle and purple square contact
blueSquare.physicsBody?.contactTestBitMask |= redCircleCategory // Notify when blue square and red circle contact
// Make sure everything collides with the screen edge and make everything really 'bouncy'
enumerateChildNodes(withName: "//shape*") { node, _ in
node.physicsBody?.collisionBitMask |= self.edgeCategory //Add edgeCategory to the collision bit mask
node.physicsBody?.restitution = 0.9 // Nice and bouncy...
node.physicsBody?.linearDamping = 0.1 // Nice and bouncy...
}
//Lastly, set ourselves as the contact delegate
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case purpleSquareCategory | blueSquareCategory:
print("Purple square and Blue square have touched")
case redCircleCategory | blueSquareCategory:
print("Red circle and Blue square have touched")
case redCircleCategory | purpleSquareCategory:
print("Red circle and purple Square have touched")
default: print("Unknown contact detected")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let touchedNode = selectNodeForTouch(touch.location(in: self))
if let node = touchedNode {
node.physicsBody?.applyImpulse(CGVector(dx: CGFloat(arc4random_uniform(initialImpulse)) - CGFloat(initialImpulse/2), dy: CGFloat(arc4random_uniform(initialImpulse)) - CGFloat(initialImpulse/2)))
node.physicsBody?.applyTorque(CGFloat(arc4random_uniform(20)) - CGFloat(10))
}
}
}
// Return the sprite where the user touched the screen
func selectNodeForTouch(_ touchLocation: CGPoint) -> SKSpriteNode? {
let touchedNode = self.atPoint(touchLocation)
print("Touched node is \(touchedNode.name)")
// let touchedColor = getPixelColorAtPoint(touchLocation)
// print("Touched colour is \(touchedColor)")
if touchedNode is SKSpriteNode {
return (touchedNode as! SKSpriteNode)
} else {
return nil
}
}
//MARK: - Analyse the collision/contact set up.
func checkPhysics() {
// Create an array of all the nodes with physicsBodies
var physicsNodes = [SKNode]()
//Get all physics bodies
enumerateChildNodes(withName: "//.") { node, _ in
if let _ = node.physicsBody {
physicsNodes.append(node)
} else {
print("\(node.name) does not have a physics body so cannot collide or be involved in contacts.")
}
}
//For each node, check it's category against every other node's collion and contctTest bit mask
for node in physicsNodes {
let category = node.physicsBody!.categoryBitMask
// Identify the node by its category if the name is blank
let name = node.name != nil ? node.name! : "Category \(category)"
let collisionMask = node.physicsBody!.collisionBitMask
let contactMask = node.physicsBody!.contactTestBitMask
// If all bits of the collisonmask set, just say it collides with everything.
if collisionMask == UInt32.max {
print("\(name) collides with everything")
}
for otherNode in physicsNodes {
if (node.physicsBody?.dynamic == false) {
print("This node \(name) is not dynamic")
}
if (node != otherNode) && (node.physicsBody?.isDynamic == true) {
let otherCategory = otherNode.physicsBody!.categoryBitMask
// Identify the node by its category if the name is blank
let otherName = otherNode.name != nil ? otherNode.name! : "Category \(otherCategory)"
// If the collisonmask and category match, they will collide
if ((collisionMask & otherCategory) != 0) && (collisionMask != UInt32.max) {
print("\(name) collides with \(otherName)")
}
// If the contactMAsk and category match, they will contact
if (contactMask & otherCategory) != 0 {print("\(name) notifies when contacting \(otherName)")}
}
}
}
}
}
答案 1 :(得分:1)
问题的前半部分非常简单。您只需在该功能中设置播放器的新纹理,然后在该动画完成后,恢复原始播放器动画。因此,我建议在类级别创建这两个动画,并为默认动画分配一个键,并使用攻击操作的完成处理程序将其设置回来。
class GameScene: SKScene {
let frame2 = SKTexture(imageNamed: "Ttam2")
let frame3 = SKTexture(imageNamed: "Ttam3")
let frame4 = SKTexture(imageNamed: "Ttam4")
let attackFrame1 = SKTexture(imageNamed: "Ttam1_ATTACK")
let attackFrame2 = SKTexture(imageNamed: "Ttam2_ATTACK")
var animation: SKAction!
var attackAnination: SKAction!
override func sceneDidLoad(){
animation = SKAction.repeatForever(SKAction.animate(with: [playerTexture, frame2, frame3, frame4], timePerFrame: 0.2))
attackAnimation = SKAction.animate(with: [attackFrame1,attackFrame2],timePerFrame: 0.2)
playerNode.run(animation,withKey:"animate")
}
func handleAttackButtonClick(){
playerNode.removeAction(forKey:"animate")
playerNode.run(attackAnimation,completion:{
self.playerNode.run(animation,withKey: "animate")
})
}
}
关于碰撞的下半部分,您要使用的是contactTestBitmask
。您将SKPhysicsContactDelegate添加到场景类,并设置要在其上注册联系人的节点的位掩码。 SO的这方面有很多问题和答案。没有必要再回答我不认为。如果你被挂起来,请随时回来一个新问题。