繁体   English   中英

我没有在Swift中创建的东西的SKSpriteNode弹跳

[英]SKSpriteNode bouncing of something I didn't create in Swift

我试图从屏幕顶部放一个正方形。 但是当它下降一半时,它会不断从屏幕上跳下来。 我没有在屏幕中间创建对象。 我不明白为什么它会在屏幕中间弹起。

这是我运行代码的视频的链接: http : //sendvid.com/enm9l1np

这是代码:

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {

     var animator : UIDynamicAnimator?
     let BlueSquare = SKSpriteNode()
     let RedSquare = SKSpriteNode()
    var scorenumber = 0
    var Ground = SKSpriteNode()

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        physicsWorld.gravity = CGVector(dx: 1.0, dy: -9.0)

        let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
        // 2. Set the friction of that physicsBody to 0
        borderBody.friction = 0
        // 3. Set physicsBody of scene to borderBody
        self.physicsBody = borderBody





        let width = UInt32(self.frame.size.width)

        let X = arc4random() % width


        Ground = SKSpriteNode(imageNamed: "Ground")
        Ground.setScale(1.0)
        Ground.position = CGPoint(x: self.frame.width / 2, y: 5)
        Ground.physicsBody = SKPhysicsBody(rectangleOfSize: Ground.size)
        Ground.physicsBody!.affectedByGravity = false
        Ground.physicsBody!.dynamic = false

        Ground.zPosition = 3

        self.addChild(Ground)


        //INizialize
        animator = UIDynamicAnimator(referenceView: self.view!)

        //Add Gravity

        //animator?.addBehavior(gravity, sprite)




        BlueSquare.size = CGSize(width: 100, height: 100)
        BlueSquare.position = CGPoint(x: CGFloat(X), y: 1000)
        BlueSquare.physicsBody?.affectedByGravity = true
        BlueSquare.physicsBody?.dynamic = false
        BlueSquare.name = "bluecube"
        BlueSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20)
        BlueSquare.color = SKColor.blueColor()
       // BlueSquare.physicsBody?.velocity = CGVectorMake(0, 0)

        //BlueSquare.physicsBody?.applyImpulse(CGVectorMake(0, -90))
        self.addChild(BlueSquare)

        let X2 = arc4random() % width
        RedSquare.size = CGSize(width: 100, height: 100)
        RedSquare.position = CGPoint(x: CGFloat(X2), y: 1000)
        RedSquare.physicsBody?.affectedByGravity = true
        RedSquare.physicsBody?.dynamic = true
        RedSquare.name = "redcube"
        RedSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20)
        RedSquare.hidden = false

        RedSquare.color = SKColor.redColor()

        self.addChild(RedSquare)




        var gameTimer = NSTimer!()
       gameTimer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: "spawning1", userInfo: nil, repeats: true)

    }



    func spawning1() {


    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
       /* Called when a touch begins */

        for touch in touches {
           // let location = touch.locationInNode(self)
            let currentPoint = touch.locationInNode(self)
            let currentNode = nodeAtPoint(currentPoint)
            let nodeName: String? = currentNode.name


            if nodeName == "bluecube" {
                BlueSquare.hidden = true

                score()
            }

            if nodeName == "redcube" {
                RedSquare.hidden = true

                score()
            }

        }
    }

    func score () {
        scorenumber++
        print(scorenumber)
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
       if CGRectIntersectsRect(RedSquare.frame, Ground.frame) {
        RedSquare.position = CGPoint(x: RedSquare.position.x, y: RedSquare.position.y + 10)
        }
    }
}

您的代码有点混乱,所以让我们来看一下

1)首先,在GameViewController.swift中,应在调用第一个场景之前设置此属性

 skView.showsPhysics = true 

在测试时帮助您直观地看到物理身体。

2)不要将NSTimers用于SpriteKit游戏,而应使用SKActions.waitForDuration。

let timerAction1 = SKAction.waitForDuration(0.5)
let timerAction2 = SKAction.runBlock(spawning1)
let timerSequence = SKAction.sequence([timerAction1, timerAction2])
runAction(SKAction.repeatActionForever(timerSequence))

如果您需要在游戏过程中的某个时候使计时器无效,而不是简单地给runAction一个键

  runAction(SKAction.repeatActionForever(timerSequence), withKey: "SpawnTimer")

而不是像这样删除它

 removeActionForKey("SpawnTimer")

乍一看,这似乎是更多代码,但请相信我,这是spriteKit游戏的更好方法。 当您暂停场景时,NSTimers不会暂停,否则它们可能会导致场景过渡时出现问题。 总是尽可能多地使用spriteKit API。

3)在某些子画面上,您必须解开物理物体

 ....physicsBody!.affectedByGravity....

用一个 ? 代替。

....physicsBody?.affectedByGravity....

通常,在Swift中,当您处理可选内容时(例如本例中的physicsBody),请始终使用? 只要编译器允许。

4)在某些物体上,您要先设置物理属性,然后再为对象赋予物理物体

    BlueSquare.physicsBody?.affectedByGravity = true
    BlueSquare.physicsBody?.dynamic = false
    BlueSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20) // WRONG SPOT

它应该看起来像这样

    BlueSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20)
    BlueSquare.physicsBody?.affectedByGravity = true
    BlueSquare.physicsBody?.dynamic = false

现在到实际问题,我相信您的问题在于场景大小。 如果您不按比例缩放场景以适合设备,则给场景赋予的物理边界将不会达到您期望的大小。 默认场景大小(GameScene.sks)为1024x768(iPad纵向分辨率)。 您的游戏处于横向模式,并且在iPhone上,因此场景会被裁剪/拉伸。 要了解有关场景比例模式的更多信息,请查看以下文章

http://blog.infinitecortex.com/2014/01/spritekit-understanding-skscene-scalemode/

https://www.raywenderlich.com/49695/sprite-kit-tutorial-making-a-universal-app-part-1

我最近在场景大小方面回答了类似的问题,它可能也对您有所帮助

如何更改SKscene大小

作为进一步的提示,如果您快速学习,则遵循文档是个好习惯,因此,例如,BlueSquare之类的属性不应以大写字母开头。 仅类,结构和协议应以大写字母开头。

希望这可以帮助

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM