我正在尝试使用SpriteKit制作蛇游戏(就像旧诺基亚手机中的游戏一样)。问题是,当蛇的方向改变时,蛇在一个静止的垂直块中移动,并且没有得到L形(如图中所示)。为了进入上下文,我有一个名为SKDSpriteNode
的类,它是相同的SKSpriteNode,具有额外的direction
属性; Snake
类具有direction
和length
属性。有snakeBody
属性,类型为[SKDSpriteNode]
,包含蛇体的节点。
在游戏开始时,为.up
分配Snake的方向,然后由用户的滑动分配。
顺便说一句,changeDirection
方法在蛇的方向改变时被调用(didSet
)。这是代码和图片:
extension ClassicLevelScene {
func startGame() { snake.direction = .up; moveSnake() }
func checkPlacement(for node: SKDSpriteNode) -> SKAction {
return SKAction.run({
if !(node.isInsideFrame(of: self)) { self.gameOver() }
})
}
func getMovement(for node: SKDSpriteNode) -> (once: SKAction, repetitive: SKAction) {
let movement = SKAction.move(by: node.direction.getVector(withIntensity: movementSpeed), duration: 0.5)
let moveAction = SKAction.sequence([movement, checkPlacement(for: node)])
let repetitiveMoveAction = SKAction.repeatForever(moveAction)
return (moveAction, repetitiveMoveAction)
}
func moveSnake() {
for node in snakeBody {
node.removeAllActions()
node.run(getMovement(for: node).1)
}
}
func moveOnce() {
for node in snakeBody {
node.removeAllActions()
node.run(getMovement(for: node).0)
}
}
func changeDirection() {
for i in 0..<snake.length {
if i == 0 {
snakeBody[i].direction = snake.direction
snakeBody[i].run(SKAction.move(by: snakeBody[i].direction.getVector(withIntensity: movementSpeed), duration: 0.5))
} else {
snakeBody[i].direction = snakeBody[i-1].direction
snakeBody[i].run(SKAction.move(to: snakeBody[i-1].oldPosition, duration: 0.5))
}
}
}
答案 0 :(得分:2)
我需要发布作为答案来向你展示代码,但你应该只是移动头部,让尾巴拖到后面。现在有更好的方法可以做到这一点,但为了简单起见你已编写的代码,这里应该是什么样的
function graficoEstiloAdaptado(exame){
var ctx = document.getElementById('graficoEsquerdo').getContext('2d');
var total = 280;
var incentivador = 0;
var idealizador = 0;
var detalhista = 0;
var sociavel = 0;
for(var i=0;i<exame.respostas.length;i++){
for(var j=0;j<exame.respostas[i].alternativas.length;j++){
switch(exame.respostas[i].alternativas[j].categoria){
case 'Incentivador':
incentivador += 4-j;
break;
case 'Idealizador':
idealizador += 4-j;
break;
case 'Detalhista':
detalhista += 4-j;
break;
case 'Sociável':
sociavel += 4-j;
break;
}
}
}
var porcentagens = {
incentivador: (incentivador/total).toFixed(1),
idealizador: (idealizador/total).toFixed(1),
detalhista: (detalhista/total).toFixed(1),
sociavel: (sociavel/total).toFixed(1)
};
var chartEstiloAdaptado = new Chart(ctx, {
type: 'bar',
data: {
labels: [porcentagens.incentivador + "%", porcentagens.idealizador + "%", porcentagens.detalhista + "%", porcentagens.sociavel + "%"],
datasets: [{
label: "Gráfico I",
data: [
porcentagens.incentivador,
porcentagens.idealizador,
porcentagens.detalhista,
porcentagens.sociavel
]
}]
},
options: {
animation: {
onComplete: function() {
window.JSREPORT_READY_TO_START = true;
}
}
}
});
}