菜鸟教程小白 发表于 2022-12-11 17:03:15

ios - SpriteKit 和 Swift,如果条件为真,则将 Platforms nil 设为无效


                                            <p><p>您好,我在 spritekit 中使用 swift 制作了一个简单的 2d 横向卷轴游戏,我面临一个我无法解决的问题。我有一个名为(createPlatforms)的函数来生成一些平台(每个平台都在另一个之上),并且平台将从右到左形成。我还添加了一个名为 isJumping 的 Bool 变量,我希望如果变量 isJumping 为真,那么平台物理体的值为 nil,以便玩家可以跳过它并降落在上面。我设法做到了。它适用于第一个平台,但不适用于其他平台。玩家跳过第一个平台并降落在上面,但他不能跳过第二个或第三个平台。有时像 10% 的时间它可以在所有平台上运行,他可以跳过并降落在它们上面,但大多数时候它不起作用。 </p>

<p>提前谢谢你。</p>

<p>我的跳跃方法:</p>

<pre><code>func jump() {

    isJumping = true

    let jumpBlock = SKAction.runBlock({
      () in
      self.Dragon.physicsBody?.velocity = CGVectorMake(0, 0)
      self.Dragon.physicsBody?.applyImpulse(CGVectorMake(0, 140))// Jump Impulse
    })

    self.runAction(jumpBlock)

    runAfterDelay(0.3) { /* 0.3 Seconds */
      self.isJumping = false
    }
}
//Delay function
func runAfterDelay(delay: NSTimeInterval, block: dispatch_block_t) {
    let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay * Double(NSEC_PER_SEC)))
    dispatch_after(time, dispatch_get_main_queue(), block)
}
</code></pre>

<p>}</p>

<p>生成平台的方法:</p>

<pre><code> func createPlatforms() {

    Platform1 = SKSpriteNode(imageNamed:&#34;Platform&#34;)
    Platform2 = SKSpriteNode(imageNamed:&#34;Platform&#34;)
    Platform3 = SKSpriteNode(imageNamed:&#34;Platform-Small&#34;)

    Platform1.size = CGSize(width: frame.width / 3, height: frame.height / 25)
    Platform2.size = CGSize(width: frame.width / 3, height: frame.height / 25)
    Platform3.size = CGSize(width: frame.width / 6, height: frame.height / 25)
    Platform1.position = CGPoint(x: self.frame.width + 330, y: self.frame.height - 285)
    Platform2.position = CGPoint(x: self.frame.width + 500, y: self.frame.height - 210)
    Platform3.position = CGPoint(x: self.frame.width + 570, y: self.frame.height - 135)

    Platform1.physicsBody = SKPhysicsBody(rectangleOfSize: Platform1.size)
    Platform1.zPosition = 6
    Platform1.physicsBody?.categoryBitMask = PhysicsCatagory.Platform1
    Platform1.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform1.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform1.physicsBody?.dynamic = false

    Platform2.physicsBody = SKPhysicsBody(rectangleOfSize: Platform2.size)
    Platform2.zPosition = 7
    Platform2.physicsBody?.categoryBitMask = PhysicsCatagory.Platform2
    Platform2.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform2.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform2.physicsBody?.dynamic = false

    Platform3.physicsBody = SKPhysicsBody(rectangleOfSize: Platform3.size)
    Platform3.zPosition = 8
    Platform3.physicsBody?.categoryBitMask = PhysicsCatagory.Platform3
    Platform3.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform3.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform3.physicsBody?.dynamic = false

    Platform1.runAction(moveAndRemove)
    Platform2.runAction(moveAndRemove)
    Platform3.runAction(moveAndRemove)

    self.addChild(Platform1)
    self.addChild(Platform2)
    self.addChild(Platform3)

    let distance = CGFloat(self.frame.width + 1000)
    let moveGroundObjects = SKAction.moveByX(-distance * 1.3, y: 0, duration: NSTimeInterval(0.011 * distance))
    let removeGroundObjects = SKAction.removeFromParent()
    moveAndRemove = SKAction.sequence()


    runAfterDelay(7) {
      self.createPlatforms()
    }
}
</code></pre>

<p>平台的实体为nil的方法:</p>

<pre><code>func makePlatformsNil() {

    if isJumping == true {

      Platform1.physicsBody = nil
      Platform2.physicsBody = nil
      Platform3.physicsBody = nil

    }else if isJumping == false {

      Platform1.physicsBody = SKPhysicsBody(rectangleOfSize:Platform1.size)
      Platform1.physicsBody?.categoryBitMask = PhysicsCatagory.Platform1
      Platform1.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
      Platform1.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
      Platform1.physicsBody?.dynamic = false
      Platform1.physicsBody?.allowsRotation = false

      Platform2.physicsBody = SKPhysicsBody(rectangleOfSize: Platform2.size)
      Platform2.physicsBody?.categoryBitMask = PhysicsCatagory.Platform2
      Platform2.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
      Platform2.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
      Platform2.physicsBody?.dynamic = false
      Platform2.physicsBody?.affectedByGravity = false

      Platform3.physicsBody = SKPhysicsBody(rectangleOfSize: Platform3.size)
      Platform3.physicsBody?.categoryBitMask = PhysicsCatagory.Platform3
      Platform3.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
      Platform3.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
      Platform3.physicsBody?.dynamic = false
      Platform3.physicsBody?.affectedByGravity = false
    }
}
</code></pre>

<p>请问有人可以帮我吗?我因为三个弱点而陷入困境,我现在真的很沮丧:-/我相信我的问题可以由比我更有编码经验的人轻松解决</p></p>
                                    <br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
                                            <p><p>这里的代码少了很多,更简洁,更易于管理。 (所有平台应共享同一类别,龙类别需小于平台)</p>

<p>注意:未在 XCode 上进行验证测试</p>

<pre><code>func didBeginContact(contact: SKPhysicsContact) {
    let (firstBody,secondBody) = (contact.bodyA.categoryBitMask &lt;= contact.bodyB.categoryBitMask) ? (contact.bodyA,contact.bodyB) : (contact.bodyB,contact.bodyA)

    // check if on Platform

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon &amp;&amp; secondBody.categoryBitMask == PhysicsCatagory.Platform){

      if firstBody.velocity.dy &lt; -0.0 {

            secondBody.collisionBitMask |= physicsCatagory.Dragon
      }

    }



}

func didEndContact(contact: SKPhysicsContact) {
    let (firstBody,secondBody) = (contact.bodyA.categoryBitMask &lt;= contact.bodyB.categoryBitMask) ? (contact.bodyA,contact.bodyB) : (contact.bodyB,contact.bodyA)

    // check if on Platform

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon &amp;&amp; secondBody.categoryBitMask == PhysicsCatagory.Platform){

       //No matter what way dragon is moving, if he is off the platform,let&#39;s turn off the collision

            secondBody.collisionBitMask &amp;= ~(physicsCatagory.Dragon)


    }

}
</code></pre></p>
                                   
                                                <p style="font-size: 20px;">关于ios - SpriteKit 和 Swift,如果条件为真,则将 Platforms nil 设为无效,我们在Stack Overflow上找到一个类似的问题:
                                                        <a href="https://stackoverflow.com/questions/38508650/" rel="noreferrer noopener nofollow" style="color: red;">
                                                                https://stackoverflow.com/questions/38508650/
                                                        </a>
                                                </p>
                                       
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