随机化太空游戏PowerUp产生

时间:2018-04-17 17:14:39

标签: ios swift sprite-kit arc4random

我有一个小型的太空游戏,我在学习SpriteKit和Swift时已经工作了一个月左右。我把所有的东西都按照我想要的方式工作,除了一件事,无论我尝试什么,我都会得到错误或接近但不希望的效果。

我的问题是每XX秒产生1个随机电源。我现在拥有的代码可以使用,但不会产生1,它会在30到90秒的设定间隔内同时产生1或2甚至3个。

我尝试了几种不同的arc4随机方式,但我无法弄清楚如何做到这一点。有人可以指导我走向正确的方向。这是我在比赛结束前的最后一道障碍,现在已经困扰了我几个星期。

我工作时使用太阳能的代码,但不是他想要的效果:

    func startNewLevel(){

    levelNumber += 1

    if self.action(forKey: "spawningEnemies") != nil{
        self.removeAction(forKey: "spawningEnemies")
    }

    if self.action(forKey: "spawningUfos") != nil{
        self.removeAction(forKey: "spawningUfos")
    }

    if self.action(forKey: "spawningLifePowerUps") != nil{
        self.removeAction(forKey: "spawningLifePowerUps")
    }

    if self.action(forKey: "spawningShieldPowerUps") != nil{
        self.removeAction(forKey: "spawningShieldPowerUps")
    }

    if self.action(forKey: "spawningRapidFirePowerUps") != nil{
        self.removeAction(forKey: "spawningRapidFirePowerUps")
    }

    var levelDuration = TimeInterval()
    // Change the levelDuration = X.X to what ever you want to determin your game diffculty. The higher the number the slow the game and vice versa
    switch levelNumber {
    case 1: levelDuration = 3.0 //Easy
    case 2: levelDuration = 2.8
    case 3: levelDuration = 2.6
    case 4: levelDuration = 2.4
    case 5: levelDuration = 2.2
    case 6: levelDuration = 2.0 //Medium
    case 7: levelDuration = 1.8
    case 8: levelDuration = 1.6
    case 9: levelDuration = 1.4
    case 10: levelDuration = 1.2
    case 11: levelDuration = 1.0 //Hard
    case 12: levelDuration = 0.8
    case 13: levelDuration = 0.6
    case 14: levelDuration = 0.4
    case 15: levelDuration = 0.2 //Insane
    default:
        levelDuration = 0.2
        print("Cannot find levelinfo")
    }

    let upperBonuslimit : UInt32 = 90 // Default 120 seconds
    let lowerBonuslimit : UInt32 = 60 // Default 60 seconds

    let upperlimit : UInt32 = 90 // Default 90 seconds
    let lowerlimit : UInt32 = 30 // Default 30 seconds

    let spawn = SKAction.run(spawnEnemy)
    let waitToSpawn = SKAction.wait(forDuration: levelDuration)
    let spawnSequence = SKAction.sequence([waitToSpawn, spawn])
    let spawnForever = SKAction.repeatForever(spawnSequence)
    self.run(spawnForever, withKey: "spawningEnemies")

    let spawnUfoEnemy = SKAction.run(spawnUfo)
    let waitToSpawnUfo = TimeInterval(CGFloat(arc4random() % ((upperBonuslimit - lowerBonuslimit) * 10) + lowerBonuslimit * 10)/10.0)
    let randomWaitUfo = SKAction.wait(forDuration: waitToSpawnUfo)
    let spawnUfoSequence = SKAction.sequence([randomWaitUfo, spawnUfoEnemy])
    let spawnUfoForever = SKAction.repeatForever(spawnUfoSequence)
    self.run(spawnUfoForever, withKey: "spawningUfos")

    let spawnLife = SKAction.run(spawnALifePowerUp)
    let waitToSpawnLife = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait = SKAction.wait(forDuration: waitToSpawnLife)
    let spawnSequenceLife = SKAction.sequence([randomWait, spawnLife])
    let spawnForeverLife = SKAction.repeatForever(spawnSequenceLife)
    self.run(spawnForeverLife, withKey: "spawningLifePowerUps")

    let spawnShield = SKAction.run(spawnAShieldPowerUp)
    let waitToSpawnShield = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait2 = SKAction.wait(forDuration: waitToSpawnShield)
    let spawnSequenceShield = SKAction.sequence([randomWait2, spawnShield])
    let spawnForeverShield = SKAction.repeatForever(spawnSequenceShield)
    self.run(spawnForeverShield, withKey: "spawningShieldPowerUps")

    let spawnRapidFire = SKAction.run(spawnARapidFirePowerUp)
    let waitToSpawnRapidFire = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait3 = SKAction.wait(forDuration: waitToSpawnRapidFire)
    let spawnSequenceRapidFire = SKAction.sequence([randomWait3, spawnRapidFire])
    let spawnForeverRapidFire = SKAction.repeatForever(spawnSequenceRapidFire)
    self.run(spawnForeverRapidFire, withKey: "spawningRapidFirePowerUps")
}

如果有什么我需要更好地解释,请告诉我。或者如果我需要添加任何代码。

以下是其中一个Powerup功能代码,只是需要膨胀才能理解我的问题:

 func spawnALifePowerUp(){
    if livesNumber < 5 {
    let randomXStart = random(min: gameArea.minX, max: gameArea.maxX)
    let randomXEnd = random(min: gameArea.minX, max: gameArea.maxX)

    let startPoint = CGPoint(x: randomXStart, y: self.size.height * 1.2)
    let endPoint = CGPoint(x: randomXEnd, y: -self.size.height * 0.2)

    let lifePower = SKSpriteNode(imageNamed: "lifePowerUp")
    lifePower.name = "LifePu"
    lifePower.setScale(1.2)
    lifePower.position = startPoint
    lifePower.zPosition = 3
    lifePower.physicsBody = SKPhysicsBody(rectangleOf: lifePower.size)
    lifePower.physicsBody!.affectedByGravity = false
    lifePower.physicsBody!.categoryBitMask = PhysicsCategories.LifePu
    lifePower.physicsBody!.collisionBitMask = PhysicsCategories.None
    lifePower.physicsBody!.contactTestBitMask = PhysicsCategories.Player | PhysicsCategories.ShieldActive
    lifePower.physicsBody!.isDynamic = true
    self.addChild(lifePower)

    let lifeRotation:SKAction = SKAction.rotate(byAngle: CGFloat.pi * 2, duration: 5)
    let repeatLifeRotation:SKAction = SKAction.repeatForever(lifeRotation)

    let moveLifeHeart = SKAction.move(to: endPoint, duration: 3.5) // Life Power Up move Speed
    let deleteLifeHeart = SKAction.removeFromParent()
    let lifeHeartSequence = SKAction.sequence([moveLifeHeart, deleteLifeHeart])

    if currentGameState == gameState.inGame{
        lifePower.run(lifeHeartSequence)
        lifePower.run(repeatLifeRotation)
    }
    let dx = endPoint.x - startPoint.x
    let dy = endPoint.y - startPoint.y
    let amoutToRotate = atan2(dy, dx)
    lifePower.zRotation = amoutToRotate
    } else {
        print("Life meter FULL!")
    }
}

1 个答案:

答案 0 :(得分:0)

假设:你只希望其中一个电源按照30-90秒之间的随机间隔发射,然后重置间隔并选择不同的电源并重复。

如何设置代码存在2个问题

  1. 您要为所有3个对象设置随机区间,并且它们最终可能会以相同的值结束并同时触发。
  2. 您正在寻找一个随机区间并进入SKAction并重复该动作。该操作会获取该值的快照并重复快照。如果你的随机间隔产生35秒。它将永远发射35秒。每次SKAction重复时都不会重新运行随机数发生器。
  3. 有很多方法可以实现这一目标,这是一个非常基本的例子,可以帮助你。它使用递归并以永远触发的方式调用自身。

    //somewhere in your setup code
    spawnPowerup()
    

    ...

    func spawnPowerup() {
    
        let upperlimit: UInt32 = 90
        let lowerlimit: UInt32 = 30
    
        let waitToSpawnLife = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10) / 10.0)
        print("waitToSpawnLife \(waitToSpawnLife)")
    
        self.run(.wait(forDuration: waitToSpawnLife)) {
    
            let powerup = Int(arc4random_uniform(UInt32(3)))
            print("powerup \(powerup)")
    
            var spawnPowerUp: SKAction!
    
            if powerup == 0 {
                spawnPowerUp = SKAction.run(self.spawnALifePowerUp)
                self.run(spawnPowerUp, withKey: "spawningLifePowerUps")
            }
            else if powerup == 1 {
                spawnPowerUp = SKAction.run(self.spawnAShieldPowerUp)
                self.run(spawnPowerUp, withKey: "spawningShieldPowerUps")
            }
            else if powerup == 2 {
                spawnPowerUp = SKAction.run(self.spawnARapidFirePowerUp)
                self.run(spawnPowerUp, withKey: "spawningRapidFirePowerUps")
            }
    
            self.spawnPowerup()
        }
    }
    

    此代码将选择一个随机间隔在30-90秒之间等待,然后触发其中一个功率函数。它然后调用自己并重新选择一个30-90秒之间的新间隔,然后选择一个新的随机电源来重复并重复,并重复和重复...

      

    编辑

    与问题无关......

    我意识到你刚开始使用Spritekit,但是你可能正处于开始考虑优化某些代码的阶段。开始优化的最简单方法是查找多个对象的相同代码,并多次重新运行并尝试合并它。就像我如何整合你的生成动力一样。

    例如......

    if self.action(forKey: "spawningEnemies") != nil{
        self.removeAction(forKey: "spawningEnemies")
    }
    
    if self.action(forKey: "spawningUfos") != nil{
        self.removeAction(forKey: "spawningUfos")
    }
    
    if self.action(forKey: "spawningLifePowerUps") != nil{
        self.removeAction(forKey: "spawningLifePowerUps")
    }
    
    if self.action(forKey: "spawningShieldPowerUps") != nil{
        self.removeAction(forKey: "spawningShieldPowerUps")
    }
    
    if self.action(forKey: "spawningRapidFirePowerUps") != nil{
        self.removeAction(forKey: "spawningRapidFirePowerUps")
    }
    

    可能会变成......

    removeRunningActionBy(key: "spawningEnemies")
    removeRunningActionBy(key: "spawningUfos")
    removeRunningActionBy(key: "spawningLifePowerUps")
    removeRunningActionBy(key: "spawningShieldPowerUps")
    removeRunningActionBy(key: "spawningRapidFirePowerUps")
    
    func removeRunningActionBy(key: String) {
        if self.action(forKey: key) != nil{
            self.removeAction(forKey: key)
        }
    }