我目前正在制作一个游戏,其中有一个主要的playerSprite
,每当我点击屏幕时跳转。每隔一会儿,一个fattySprite
节点就从天而降,堆积在playerSprite
之上。每增加一个节点堆叠,跳跃高度就会降低。为什么跳高会降低?我尝试在fattySprite
节点中将各种physicsBody属性设置为0,试图防止这些额外的节点影响跳跃高度。节点与physicsBody.mass = 0堆叠在主节点正在影响主节点的跳跃高度
代码片段:
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.anchorPoint = CGPoint(x: 0, y: 0)
// Character creation
self.playerSprite = PlayerNode(position: CGPoint(x: self.frame.size.width/9, y: self.frame.size.height/4),
size: CGSize(width: self.frame.size.width/5, height: self.frame.size.height/10))
self.playerSprite?.physicsBody?.categoryBitMask = playerCategory
self.playerSprite?.physicsBody?.contactTestBitMask = playerCategory | trapCategory
self.playerSprite?.physicsBody?.affectedByGravity = true
self.playerSprite?.physicsBody?.restitution = 0.0
self.playerSprite?.physicsBody?.friction = 0
self.addChild(self.playerSprite!)
self.playerSprite?.beginAnimation()
// Fatties spawning
let wait_fatty = SKAction.wait(forDuration: 3, withRange: 2)
let spawnFatty = SKAction.run({
let fattySprite = PlayerNode(position: CGPoint(x: self.frame.size.width/9, y: self.frame.size.height),
size: CGSize(width: self.frame.size.width/5, height: self.frame.size.height/10))
fattySprite.physicsBody?.categoryBitMask = self.fattiesCategory
fattySprite.physicsBody?.contactTestBitMask = self.fattiesCategory | self.playerCategory
fattySprite.physicsBody?.mass = 0
fattySprite.physicsBody?.allowsRotation = false
fattySprite.physicsBody?.linearDamping = 0
fattySprite.physicsBody?.angularDamping = 0
fattySprite.physicsBody?.restitution = 0.0
fattySprite.physicsBody?.friction = 0
self.addChild(fattySprite)
})
let fattySequence = SKAction.sequence([wait_fatty, spawnFatty])
self.run(SKAction.repeatForever(fattySequence))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if self.playerSprite?.action(forKey: "jump") == nil { // check that there's no jump action running
//self.playerSprite?.physicsBody?.velocity = CGVector(dx: 0, dy: 500)
self.playerSprite?.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 500))
}
}