我正在使用Swift 4,SpriteKit在Xcode中制作游戏。我的崩溃检测工作正常,但是当我尝试在播放器崩溃时在屏幕上显示文本时,文本不会出现。我的游戏基本上都有使用控制火箭飞船,它必须躲避流星,玩家也有发射子弹的能力。我已经检测到火箭飞船撞击流星但是无法将文字显示在屏幕上。我知道崩溃检测正在运行,因为每当我在didBegin函数中添加print语句时,就会执行print语句。所以它必须是我显示标签的方式,但我不知道我做错了什么标签。 这是我的代码:
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate{
let player = SKSpriteNode(imageNamed: "spaceship")
let stars = SKSpriteNode(imageNamed: "stars")
let meteor = SKSpriteNode(imageNamed: "meteor")
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
print(frame.size.width)
print(frame.size.height)
stars.position = CGPoint(x:0, y:0)
stars.zPosition = 1
player.position = CGPoint(x:0, y:-320)
player.zPosition = 4
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.isDynamic = false
player.physicsBody?.categoryBitMask = 2
player.physicsBody?.collisionBitMask = 1
player.physicsBody?.contactTestBitMask = 1
self.addChild(player)
self.addChild(stars)
self.addMeteor()
}
func didBegin(_ contact: SKPhysicsContact) {
gameOver()
}
func addMeteor() {
meteor.physicsBody = SKPhysicsBody(circleOfRadius: meteor.size.width / 2)
meteor.physicsBody?.affectedByGravity = false
meteor.setScale(0.50)
meteor.position = CGPoint(x:Int(arc4random()%300),y:Int(arc4random()%600))
//meteor.position = CGPoint(x:0 , y:0)
meteor.zPosition = 4
meteor.physicsBody?.categoryBitMask = 1
meteor.physicsBody?.collisionBitMask = 0
meteor.physicsBody?.contactTestBitMask = 2
self.addChild(meteor)
}
func fireBullet() {
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = player.position
bullet.setScale(0.5)
bullet.zPosition = 3
self.addChild(bullet)
let moveBullet = SKAction.moveTo(y: self.size.height + bullet.size.height, duration: 1)
let deleteBullet = SKAction.removeFromParent()
let bulletSequence = SKAction.sequence([moveBullet, deleteBullet])
bullet.run(bulletSequence)
}
func gameOver() {
print("Game Over!")
var gameOverLabel: SKLabelNode!
gameOverLabel = SKLabelNode(fontNamed: "Chalkduster")
gameOverLabel.text = "Game Over! You lost!"
gameOverLabel.horizontalAlignmentMode = .right
gameOverLabel.position = CGPoint(x: 0, y:0)
self.addChild(gameOverLabel)
print("Label added")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
fireBullet()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let pointOfTouch = touch.location(in: self)
let previousPointOfTouch = touch.previousLocation(in: self)
let amountDragged = pointOfTouch.x - previousPointOfTouch.x
player.position.x += amountDragged
}
}
override func update(_ currentTime: TimeInterval) {
meteor.position.y -= 6
if meteor.position.y < player.position.y - 300{
meteor.removeFromParent()
addMeteor()
}
}
}
不确定我做错了什么?我在didBegin中调用了gameOver()函数,该函数应该在每次检测到碰撞时执行。但没有任何反应?流星只是越过火箭飞船。如果有人可以帮助我那真棒!
答案 0 :(得分:1)
正如我所知,您正试图将标签置于屏幕中心,您可以尝试将其添加到您的代码中,在gameover func上:
1.尝试将位置更改为
gameOverLabel.position = CGPoint(x: (self.scene!.frame.width / 2) - (self.scene!.frame.width * self.scene!.anchorPoint.x) / 2, y:(self.scene!.frame.height / 2) - (self.scene!.frame.height * self.scene!.anchorPoint.y))
2.我不知道你是否有超出标签的东西并影响其观点,所以试着:
gameOverLabel.zPosition = 10 //A number higher than any other zPosition
3.标签可能太小了......试试:
gameOverLabel.fontSize = 30 //Adjust it to what you want
4.只是一个提示:
移动:
var gameOverLabel: SKLabelNode!
到
之后的下一行let meteor = SKSpriteNode(imageNamed: "meteor")
这样您将拥有通用标签,而不必每次都重新生成标签。
如果你这样做,只是一个最后的提示......我不知道你是否有类似gameRestart(或类似的东西)的功能......但要确保在重启游戏时删除标签:
gameOverLabel.removeFromParent()
如果您不这样做,当应用尝试再次添加标签时,它会崩溃!
希望它有所帮助!
答案 1 :(得分:0)
就你所关心的物理而言,你没有移动任何物体。您需要施加力而不是手动移动位置。你的玩家动态也被设置为假,这意味着他从不移动,所以联系只发生在流星端。