好吧,所以在我的游戏中,我有一段代码,每隔x时间产生一个精灵('敌人')。它产生了高的精灵,而精灵则下降了。为什么物理学不按我想要的方式工作?
应该发生的事情是这样的:精灵倒下,它触及地面或其他敌人,然后它变成静态,所以它不能移动。
什么情况是这样的:有时它的工作原理,但有时(特别是当时间的X量小,精灵更经常产卵),而它仍然在空气中的精灵突然变为静态的。
这是怎么发生的?
下面是一些代码:
在GameScene.m ,在createSceneContents,一个由didMoveToView调用的方法:
self.physicsWorld.contactDelegate = self;
SKSpriteNode *bottom = [SKSpriteNode spriteNodeWithColor:[SKColor whiteColor] size:CGSizeMake(self.frame.size.width, 10)];
bottom.position = CGPointMake(self.frame.size.width/2, 0);
bottom.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:bottom.size];
bottom.physicsBody.dynamic = NO;
bottom.physicsBody.restitution = 0;
bottom.physicsBody.categoryBitMask = self.bottomCategory;
bottom.physicsBody.contactTestBitMask = self.enemyCategory;
[self spawnObject];
[self addChild:self.world];
[self.world addChild:bottom];
在spawnObject ,一个是被由createSceneContents调用的方法:
if (self.isPaused == NO){
self.spawningSpeed = 1;
self.enemyData = [[Enemy alloc]init];
SKAction *wait = [SKAction waitForDuration:self.spawningSpeed];
SKAction *run = [SKAction runBlock:^{
SKSpriteNode *aNewEnemy = [self.enemyData createEnemyWithSize:self.customUnit andWidth:self.frame.size.width andHeight:self.frame.size.height + self.player.position.y andPlayerPosition:self.player.position.x];
aNewEnemy.physicsBody.allowsRotation = NO;
aNewEnemy.physicsBody.categoryBitMask = self.enemyCategory;
aNewEnemy.physicsBody.collisionBitMask = self.enemyCategory | self.bottomCategory;
aNewEnemy.physicsBody.contactTestBitMask = self.enemyCategory | self.bottomCategory;
[self.world addChild:aNewEnemy];
}];
SKAction *action = [SKAction repeatActionForever:[SKAction sequence:@[wait,run]]];
[self runAction:action withKey:@"action"];
在createEnemyWithSize:andWidth:andHeight:andPlayerPosition :,在Enemy.m:
self.enemy = [SKSpriteNode spriteNodeWithImageNamed:@"block.png"];
self.enemy.size = CGSizeMake(size - 5, size - 5);
self.enemy.name = @"fallingEnemy";
self.enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(size - 1, size - 1)];
self.enemy.physicsBody.restitution = 0;
self.enemy.physicsBody.allowsRotation = NO;
int column1 = width/7;
int column2 = column1 * 2;
int column3 = column1 * 3;
int column4 = column1 * 4;
int column5 = column1 * 5;
int column6 = column1 * 6;
int halfAColumn = column1/2;
if (position > 0 && position < column1) {
self.enemy.position = CGPointMake(halfAColumn, height - size);
}else if (position > column1 && position < column2) {
self.enemy.position = CGPointMake((column2-halfAColumn), height - size);
}else if (position > column2 && position < column3) {
self.enemy.position = CGPointMake((column3-halfAColumn), height - size);
}else if (position > column3 && position < column4) {
self.enemy.position = CGPointMake((column4-halfAColumn), height - size);
}else if (position > column4 && position < column5) {
self.enemy.position = CGPointMake((column5-halfAColumn), height - size);
}else if (position > column5 && position < column6) {
self.enemy.position = CGPointMake((column6-halfAColumn), height - size);
}else if (position > column6 && position < width) {
self.enemy.position = CGPointMake((width-halfAColumn), height - size);
}
return self.enemy;
在didBeginContact ,在GameScene.m:
SKPhysicsBody *enemyBodyA, *bottomBodyA, *enemyBodyB, *bottomBodyB;
if (contact.bodyA.categoryBitMask == self.enemyCategory) {
enemyBodyA = contact.bodyA;
}else if (contact.bodyA.categoryBitMask == self.bottomCategory) {
bottomBodyA = contact.bodyA;
}
if (contact.bodyB.categoryBitMask == self.enemyCategory) {
enemyBodyB = contact.bodyB;
}else if (contact.bodyB.categoryBitMask == self.bottomCategory) {
bottomBodyB = contact.bodyB;
}
if (enemyBodyA == contact.bodyA && enemyBodyB == contact.bodyB) {
[self.enemyData changeBlock];
NSLog(@"Change1");
}
if (contact.bodyA == enemyBodyA && contact.bodyB == bottomBodyB) {
NSLog(@"Change2");
[self.enemyData changeBlock];
}
if (contact.bodyB == enemyBodyB && contact.bodyA == bottomBodyA) {
NSLog(@"Change3");
[self.enemyData changeBlock];
}
在changeBlock ,在Enemy.m :
-(void)changeBlock {
self.enemy.physicsBody.dynamic = NO;
self.enemy.name = @"staticEnemy";
}
createSce中的位掩码值neContents:
self.playerCategory = 1;
self.enemyCategory = 2;
self.edgeCategory = 4;
self.bottomCategory = 8;
什么是您在联系人委托中调用changeBlock方法的self.enemyData? – ZeMoon
敌人对象类 – Squid
您需要停止将创建的敌方节点作为enemyData对象的属性。使用联系人委托中的body.node属性来获取联系的节点。目前的方式是搞砸了。我正在写一个答案,并在几分钟内发布。 – ZeMoon