2014-09-02 107 views
1

我有一个敌人节点,它通过更新它在更新方法中的位置而移动,我在一个设定的时间间隔内添加新的节点,当两个相同的节点出现时,最近的节点更新它的位置并且最后一个节点不更新它的位置,我怎么写相应的代码来更新我的敌人节点的所有位置,当我增加更多?在添加新节点的同时更新节点的位置?

敌人方法

-(void)Enemies { 

SKTexture *pM1 = [SKTexture textureWithImageNamed:@"enemy-1"]; 

enemy = [SKSpriteNode spriteNodeWithTexture:pM1]; 
enemy.zPosition = 8; 
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:enemy.size]; 
enemy.physicsBody.categoryBitMask = fEnemyCategory; 
enemy.physicsBody.contactTestBitMask = fPlatformCategory | fMainPlatformCategory | fPlayerCategory | fPitOfCertainDoomCategory; 
enemy.physicsBody.collisionBitMask = fPlatformCategory | fPlayerCategory | fEnemyCategory; 
enemy.physicsBody.allowsRotation = NO; 
enemy.physicsBody.friction = 0.3; 
enemy.physicsBody.linearDamping = 0.7; 
enemy.physicsBody.dynamic = YES; 
enemy.physicsBody.affectedByGravity = YES; 
enemy.physicsBody.usesPreciseCollisionDetection = YES; 
enemy.position = CGPointMake(CGRectGetMidX(self.frame) + 30, CGRectGetMidY(self.frame)); 
enemy.position = CGPointMake(730, enemy.position.y - 129); 
NSLog(@"Spawned"); 

[self addChild:enemy]; 
[enemy runAction:runAnimation]; 
} 

更新方法

-(void)update:(CFTimeInterval)currentTime { 

if (gameStart == YES & gameOver == NO) { 

if (enemyExists == YES) { 

     if (switchMovement == NO) { 
      enemy.position = CGPointMake(enemy.position.x - 3.66, enemy.position.y); 
     } 
     else if (switchMovement == YES) { 
      enemy.position = CGPointMake(enemy.position.x + 2.83, enemy.position.y); 
     } 

} 
+1

你需要使用一个NSMutableArray,现在你有一个名为敌人的单个伊娃,可以持有对一个敌人的引用 – LearnCocos2D 2014-09-03 07:15:19

+0

@ LearnCocos2D可能我问如何实现它一个NSMutableArray?因为这个特殊的敌人会一遍又一遍地产卵,同样的确切的一个,我不是那么熟悉NSMutableArray – Blank 2014-09-03 19:47:29

回答

0

这是你将如何实现@ LearnCocos2D提到什么。我做任何承诺在适当的铸造对象作为spritenode;)

定义数组:

NSMutableArray *array = [NSMutableArray alloc] init]; 

添加敌人阵:

[array addObject:myObject]; //Directly after [self addChild:enemy]; 

新更新:

-(void)update:(CFTimeInterval)currentTime { 

    if (gameStart == YES & gameOver == NO) 
    {  
      for (NSObject* o in array1) 
      { 
       SKSpriteNode enemyTemp = (SKSpriteNode*)o; 

       if (switchMovement == NO) 
       { 
         enemyTemp.position = CGPointMake(enemyTemp.position.x - 3.66, enemy.position.y); 
        } 
        else if (switchMovement == YES) 
        { 
         enemyTemp.position = CGPointMake(enemyTemp.position.x + 2.83, enemy.position.y); 
        } 
       } 
     } 
+0

谢谢!真的很感激它。 – Blank 2014-09-05 18:51:08

+0

为了避免Exists检查,将阵列中的敌人从场景中移除时将其移出。这保证了每个数组对象的存在并将有助于提高效率。否则,当只有15个左右的敌人被移动时,你的阵列可能会结束持有数千个敌人(需要更多时间穿过阵列)。 – meisenman 2014-09-05 18:58:34