jjzjj

ios - 防止玩家从地面掉落 - Sprite Kit

coder 2024-01-12 原文

我一直在尝试开发一个简单的 Sprite Kit 游戏,该游戏涉及躲避红球。我正在使用内置的重力机制,但我无法防止玩家从地面掉落。我查找了一个解决方案(设置 ground.physicsBody.dynamic = NO),但玩家仍然失败。我到底需要做什么?

编辑:绿色和棕色的纹理是地面。现在播放器设置为不动态,所以它是“飞行”

这是我在 MyScene.m 文件中的代码:

//
//  MyScene.m
//  DodgeMan
//
//  Created by Cormac Chester on 3/8/14.
//  Copyright (c) 2014 Testman Industries. All rights reserved.
//

#import "MyScene.h"
#import "EndGameScene.h"

static const uint32_t redBallCategory =  0x1 << 0;
static const uint32_t playerCategory =  0x1 << 1;

@implementation MyScene

-(id)initWithSize:(CGSize)size
{
    if (self = [super initWithSize:size])
    {
        /* Setup your scene here */

        //Sets player location
        playerLocX = 50;
        playerLocY = 100;

        //Sets player score
        score = 0;

        //Set Background
        self.backgroundColor = [SKColor colorWithRed:0.53 green:0.81 blue:0.92 alpha:1.0];

        //Set Ground
        SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:@"ground"];
        ground.position = CGPointMake(CGRectGetMidX(self.frame), 34);
        ground.xScale = 0.5;
        ground.yScale = 0.5;
        ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
        ground.physicsBody.dynamic = NO;

        //Player
        self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:@"character"];
        self.playerSprite.position = CGPointMake(playerLocX, playerLocY);

        //Set Player Physics
        self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
        self.playerSprite.physicsBody.dynamic = YES;
        self.playerSprite.physicsBody.categoryBitMask = playerCategory;
        self.playerSprite.physicsBody.contactTestBitMask = redBallCategory;
        self.playerSprite.physicsBody.collisionBitMask = 0;
        self.playerSprite.physicsBody.usesPreciseCollisionDetection = YES;

        //Score Label
        self.scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Arial-BoldMT"];
        self.scoreLabel.text = @"0";
        self.scoreLabel.fontSize = 40;
        self.scoreLabel.fontColor = [SKColor blackColor];
        self.scoreLabel.position = CGPointMake(50, 260);

        //Pause Button
        self.pauseButton = [SKSpriteNode spriteNodeWithImageNamed:@"pauseButton"];
        self.pauseButton.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height - 40);
        self.pauseButton.name = @"pauseButton";

        //Add nodes
        [self addChild:ground];
        [self addChild:self.playerSprite];
        [self addChild:self.scoreLabel];
        //[self addChild:self.pauseButton];

        //Sets gravity
        self.physicsWorld.gravity = CGVectorMake(0,-2);
        self.physicsWorld.contactDelegate = self;

    }
    return self;
}

-(void)addBall
{
    SKSpriteNode *redBall = [SKSpriteNode spriteNodeWithImageNamed:@"locationIndicator"];
    int minY = redBall.size.height / 2;
    int maxY = self.frame.size.height - redBall.size.height / 2;
    int rangeY = maxY - minY;
    int actualY = (arc4random() % rangeY) + minY;
    NSLog(@"Actual Y: %i", actualY);

    //Initiates red ball offscreen
    if (actualY >= 75)
    {
        //Prevents balls from spawning in the ground
        redBall.position = CGPointMake(self.frame.size.width + redBall.size.width/2, actualY);
        [self addChild:redBall];
    }
    redBall.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:redBall.size.width/2];
    redBall.physicsBody.dynamic = YES;
    redBall.physicsBody.categoryBitMask = redBallCategory;
    redBall.physicsBody.contactTestBitMask = playerCategory;
    redBall.physicsBody.collisionBitMask = 0;
    redBall.physicsBody.affectedByGravity = NO;
    redBall.physicsBody.usesPreciseCollisionDetection = YES;

    //Determine speed of red ball
    int minDuration = 3.0;
    int maxDuration = 5.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    SKAction *actionMove = [SKAction moveTo:CGPointMake(-redBall.size.width/2, actualY) duration:actualDuration];
    SKAction *actionMoveDone = [SKAction removeFromParent];
    SKAction *ballCross = [SKAction runBlock:^{
        score++;
        self.scoreString = [NSString stringWithFormat:@"%i", score];
        self.scoreLabel.text = self.scoreString;
        NSLog(@"Score was incremented. Score is now %d", score);
    }];
    [redBall runAction:[SKAction sequence:@[actionMove, ballCross, actionMoveDone]]];
}

- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
    self.lastSpawnTimeInterval += timeSinceLast;
    if (self.lastSpawnTimeInterval > 0.5) {
        self.lastSpawnTimeInterval = 0;
        [self addBall];
    }
}

-(void)update:(CFTimeInterval)currentTime
{
    /* Called before each frame is rendered */
    // Handle time delta.
    //Prevents bad stuff happening
    CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
    self.lastUpdateTimeInterval = currentTime;
    if (timeSinceLast > 1) { // more than a second since last update
        timeSinceLast = 1.0 / 120.0;
        self.lastUpdateTimeInterval = currentTime;
    }

    [self updateWithTimeSinceLastUpdate:timeSinceLast];
}

NSDate *startTime;

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    /* Called when a touch begins */
    [super touchesBegan:touches withEvent:event];

    //Starts Timer
    startTime = [NSDate date];

    UITouch *touch = [touches anyObject];
    CGPoint location = [touch locationInNode:self];
    SKNode *node = [self nodeAtPoint:location];

    //Pauses Scene
    if ([node.name isEqualToString:@"pauseButton"])
    {
        NSLog(@"Pause button pressed");
    }

}

-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    /* Called when a touch ends */
    [super touchesEnded:touches withEvent:event];

    NSTimeInterval elapsedTime = [startTime timeIntervalSinceNow];
    NSString *elapsedTimeString = [NSString stringWithFormat:@"Elapsed time: %f", elapsedTime];
    NSLog(@"%@", elapsedTimeString);


    for (UITouch *touch in touches)
    {
        //Gets location of touch
        CGPoint location = [touch locationInNode:self];
        NSLog(@"Touch Location X: %f \n Touch Location Y: %f", location.x, location.y);

        //Prevents destination from being in the ground
        if (location.y < 88)
        {
            location.y = 87.5;
        }

        //Moves and animates player
        //int velocity = elapsedTime * -3000;
        int velocity = 800.0/1.0;
        NSLog(@"Velocity: %i", velocity);
        float realMoveDuration = self.size.width / velocity;
        SKAction *actionMove = [SKAction moveTo:location duration:realMoveDuration];
        [self.playerSprite runAction:[SKAction sequence:@[actionMove]]];
    }

    NSLog(@"Touch ended");
}

//Collision between ball and player
- (void)redBall:(SKSpriteNode *)redBall didCollideWithPlayer:(SKSpriteNode *)playerSprite
{
    NSLog(@"Player died");
    [redBall removeFromParent];
    [playerSprite removeFromParent];

    SKTransition *reveal = [SKTransition crossFadeWithDuration:0.5];
    SKScene *endGameScene = [[EndGameScene alloc] initWithSize:self.size gameEnded:YES];
    [self.view presentScene:endGameScene transition: reveal];
}

- (void)didBeginContact:(SKPhysicsContact *)contact
{
    SKPhysicsBody *firstBody, *secondBody;

    if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
    {
        firstBody = contact.bodyA;
        secondBody = contact.bodyB;
    }
    else
    {
        firstBody = contact.bodyB;
        secondBody = contact.bodyA;
    }

    //Red ball collides with the player
    if ((firstBody.categoryBitMask & redBallCategory) != 0 && (secondBody.categoryBitMask & playerCategory) != 0)
    {
        [self redBall:(SKSpriteNode *) firstBody.node didCollideWithPlayer:(SKSpriteNode *) secondBody.node];
    }
}

@end

最佳答案

绝对不能把它的动态设置成无哥。你需要那个玩家的重力效果。 (他不受物理世界的影响,所以他现在正在飞行。我们需要他掉到地上,不是吗?:)

所以这是一个简单的解决方案。想法是您在具有物理 body 的地面上创建一个“隐形矩形 block ”。并且你需要将它的动态设置为 no 以防止它掉落

所以这个 block 显然是一个节点,它的大小:与地面一样高,与屏幕一样宽。你需要稍微调整一下位置,让它的上界正好在地面上。

祝你好运

其实我画了一张图,但是因为我的名声我不能把它贴在这里:(

关于ios - 防止玩家从地面掉落 - Sprite Kit,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22286897/

有关ios - 防止玩家从地面掉落 - Sprite Kit的更多相关文章

  1. ruby - 如何验证 IO.copy_stream 是否成功 - 2

    这里有一个很好的答案解释了如何在Ruby中下载文件而不将其加载到内存中:https://stackoverflow.com/a/29743394/4852737require'open-uri'download=open('http://example.com/image.png')IO.copy_stream(download,'~/image.png')我如何验证下载文件的IO.copy_stream调用是否真的成功——这意味着下载的文件与我打算下载的文件完全相同,而不是下载一半的损坏文件?documentation说IO.copy_stream返回它复制的字节数,但是当我还没有下

  2. Ruby 文件 IO 定界符? - 2

    我正在尝试解析一个文本文件,该文件每行包含可变数量的单词和数字,如下所示:foo4.500bar3.001.33foobar如何读取由空格而不是换行符分隔的文件?有什么方法可以设置File("file.txt").foreach方法以使用空格而不是换行符作为分隔符? 最佳答案 接受的答案将slurp文件,这可能是大文本文件的问题。更好的解决方案是IO.foreach.它是惯用的,将按字符流式传输文件:File.foreach(filename,""){|string|putsstring}包含“thisisanexample”结果的

  3. Get https://registry-1.docker.io/v2/: net/http: request canceled while waiting - 2

    1.错误信息:Errorresponsefromdaemon:Gethttps://registry-1.docker.io/v2/:net/http:requestcanceledwhilewaitingforconnection(Client.Timeoutexceededwhileawaitingheaders)或者:Errorresponsefromdaemon:Gethttps://registry-1.docker.io/v2/:net/http:TLShandshaketimeout2.报错原因:docker使用的镜像网址默认为国外,下载容易超时,需要修改成国内镜像地址(首先阿里

  4. ruby - 为什么不能使用类IO的实例方法noecho? - 2

    print"Enteryourpassword:"pass=STDIN.noecho(&:gets)puts"Yourpasswordis#{pass}!"输出:Enteryourpassword:input.rb:2:in`':undefinedmethod`noecho'for#>(NoMethodError) 最佳答案 一开始require'io/console'后来的Ruby1.9.3 关于ruby-为什么不能使用类IO的实例方法noecho?,我们在StackOverflow上

  5. ruby-on-rails - Rails 3.2 防止使用错误保存对象 - 2

    我有一个ActiveRecord对象,我想在不对模型进行永久验证的情况下阻止它被保存。您过去可以使用errors.add执行类似的操作,但它看起来不再有效了。user=User.lastuser.errors.add:name,"namedoesn'trhymewithorange"user.valid?#=>trueuser.save#=>true或user=User.lastuser.errors.add:base,"myuniqueerror"user.valid?#=>trueuser.save#=>true如何在不修改用户对象模型的情况下防止将用户对象保存在Rails3.2中

  6. ruby - 防止SQL注入(inject)/好的Ruby方法 - 2

    Ruby中防止SQL注入(inject)的好方法是什么? 最佳答案 直接使用ruby?使用准备好的语句:require'mysql'db=Mysql.new('localhost','user','password','database')statement=db.prepare"SELECT*FROMtableWHEREfield=?"statement.execute'value'statement.fetchstatement.close 关于ruby-防止SQL注入(inject

  7. ruby - 为 IO::popen 拯救 "command not found" - 2

    当我将IO::popen与不存在的命令一起使用时,我在屏幕上打印了一条错误消息:irb>IO.popen"fakefake"#=>#irb>(irb):1:commandnotfound:fakefake有什么方法可以捕获此错误,以便我可以在脚本中进行检查? 最佳答案 是:升级到ruby​​1.9。如果您在1.9中运行它,则会引发Errno::ENOENT,您将能够拯救它。(编辑)这是在1.8中的一种hackish方式:error=IO.pipe$stderr.reopenerror[1]pipe=IO.popen'qwe'#

  8. ruby-on-rails - 如何防止错误 "code converter not found (UTF-8)"? - 2

    我在生产环境(CentOS5.6)中遇到此错误,但在开发环境(Ubuntu11.04)中运行良好。在这两种环境中,该应用程序都使用Ruby1.9.3和Rails3.0.9,并由passenger和nginx提供服务。我的Mechanizegem版本是2.3。未找到代码转换器(UTF-8)此代码的最后一行触发它:mech=Mechanize.newpage=mech.get("http://myurl.com/login.php?login_name=a&password=b")form=page.form_with(:name=>"loginForm")form.field_with(

  9. ruby - IO::EAGAINWaitReadable:资源暂时不可用 - 读取会阻塞 - 2

    当我尝试使用“套接字”库中的方法“read_nonblock”时出现以下错误IO::EAGAINWaitReadable:Resourcetemporarilyunavailable-readwouldblock但是当我通过终端上的IRB尝试时它工作正常如何让它读取缓冲区? 最佳答案 IgetthefollowingerrorwhenItrytousethemethod"read_nonblock"fromthe"socket"library当缓冲区中的数据未准备好时,这是预期的行为。由于异常IO::EAGAINWaitReadab

  10. ruby - 如何使用 ruby​​ fibers 避免阻塞 IO - 2

    我需要将目录中的一堆文件上传到S3。由于上传所需的90%以上的时间都花在了等待http请求完成上,所以我想以某种方式同时执行其中的几个。Fibers能帮我解决这个问题吗?它们被描述为解决此类问题的一种方法,但我想不出在http调用阻塞时我可以做任何工作的任何方法。有什么方法可以在没有线程的情况下解决这个问题? 最佳答案 我没有使用1.9中的纤程,但是1.8.6中的常规线程可以解决这个问题。尝试使用队列http://ruby-doc.org/stdlib/libdoc/thread/rdoc/classes/Queue.html查看文

随机推荐