[英]SKSpriteNode bouncing of something I didn't create in Swift
我試圖從屏幕頂部放一個正方形。 但是當它下降一半時,它會不斷從屏幕上跳下來。 我沒有在屏幕中間創建對象。 我不明白為什么它會在屏幕中間彈起。
這是我運行代碼的視頻的鏈接: http : //sendvid.com/enm9l1np
這是代碼:
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)
}
}
}
您的代碼有點混亂,所以讓我們來看一下
1)首先,在GameViewController.swift中,應在調用第一個場景之前設置此屬性
skView.showsPhysics = true
在測試時幫助您直觀地看到物理身體。
2)不要將NSTimers用於SpriteKit游戲,而應使用SKActions.waitForDuration。
let timerAction1 = SKAction.waitForDuration(0.5)
let timerAction2 = SKAction.runBlock(spawning1)
let timerSequence = SKAction.sequence([timerAction1, timerAction2])
runAction(SKAction.repeatActionForever(timerSequence))
如果您需要在游戲過程中的某個時候使計時器無效,而不是簡單地給runAction一個鍵
runAction(SKAction.repeatActionForever(timerSequence), withKey: "SpawnTimer")
而不是像這樣刪除它
removeActionForKey("SpawnTimer")
乍一看,這似乎是更多代碼,但請相信我,這是spriteKit游戲的更好方法。 當您暫停場景時,NSTimers不會暫停,否則它們可能會導致場景過渡時出現問題。 總是盡可能多地使用spriteKit API。
3)在某些子畫面上,您必須解開物理物體
....physicsBody!.affectedByGravity....
用一個 ? 代替。
....physicsBody?.affectedByGravity....
通常,在Swift中,當您處理可選內容時(例如本例中的physicsBody),請始終使用? 只要編譯器允許。
4)在某些物體上,您要先設置物理屬性,然后再為對象賦予物理物體
BlueSquare.physicsBody?.affectedByGravity = true
BlueSquare.physicsBody?.dynamic = false
BlueSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20) // WRONG SPOT
它應該看起來像這樣
BlueSquare.physicsBody = SKPhysicsBody(circleOfRadius: 20)
BlueSquare.physicsBody?.affectedByGravity = true
BlueSquare.physicsBody?.dynamic = false
現在到實際問題,我相信您的問題在於場景大小。 如果您不按比例縮放場景以適合設備,則給場景賦予的物理邊界將不會達到您期望的大小。 默認場景大小(GameScene.sks)為1024x768(iPad縱向分辨率)。 您的游戲處於橫向模式,並且在iPhone上,因此場景會被裁剪/拉伸。 要了解有關場景比例模式的更多信息,請查看以下文章
http://blog.infinitecortex.com/2014/01/spritekit-understanding-skscene-scalemode/
https://www.raywenderlich.com/49695/sprite-kit-tutorial-making-a-universal-app-part-1
我最近在場景大小方面回答了類似的問題,它可能也對您有所幫助
作為進一步的提示,如果您快速學習,則遵循文檔是個好習慣,因此,例如,BlueSquare之類的屬性不應以大寫字母開頭。 僅類,結構和協議應以大寫字母開頭。
希望這可以幫助
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