2016-11-03 49 views
0

我的目標:如果玩家可以追溯到它不指望同一個實現了評分系統,只有當一個級別的單位是球員一度落後,因此計數兩次評分系統計算多次

我現在有一個評分系統,每當我點擊我的球員在我的比賽中前進時,就會給比分標籤增加一個評分系統,這有其缺陷,因爲球員可以倒退,然後點擊前進,這將再次計入比分,如果玩家往後退去。

我想出了計算玩家背後有多少個平臺(LevelUnits)的想法,這樣如果他們回去的話,當他們決定再次前進時,它不會計算同一個平臺(LevelUnit)兩次。

這是我想出了:

override func update(_ currentTime: TimeInterval) {  

    let scoreLabel = childNode(withName: "scoreLabel") as! Score // links the scorelabel with Score class 

     worldNode.enumerateChildNodes(withName: "levelUnit") { 
       node, stop in 

     let nodeLocation:CGPoint = self.convert(node.position, from: self.worldNode) //converts cordinates of level units with the world node. 
     let player1Location:CGPoint = self.convert(self.thePlayer.position, from: self.worldNode) 

     if (nodeLocation.y < (player1Location.y) - self.levelUnitHeight) { // checks to see if the node is behind the player's position 

       self.countLevelUnits += 1 
     } 

     if (self.countLevelUnits > scoreLabel.number) { 

      while self.countLevelUnits > scoreLabel.number { 

       scoreLabel.addOneToScore() 

      } 

    } else if (self.countLevelUnits < scoreLabel.number) { 

     // Do Nothing 

    } 
    }  
} 

唯一的問題是,由於他們常球員後面的代碼數了多次,並將繼續這樣做,除非我關閉遊戲。有沒有一種方法可以統計玩家位置後面的每個玩家一次的LevelUnits?

編輯1:LEVEL單元類

class LevelUnit:SKNode { 

//General Level Unit and Object Variables 
var imageName:String = "" 
var levelUnitSprite:SKSpriteNode = SKSpriteNode() 
var levelUnitWidth:CGFloat = 0 
var levelUnitHeight:CGFloat = 0 
var theType:LevelType = LevelType.normal 
let thePlayer:Player = Player(imageNamed: "Frog") 
var levelUnitPicker = 0 
var levelUnitsSpawned = 0 

var levelUnitScored:Bool = false 

required init(coder aDecoder: NSCoder) { 
    fatalError("init(coder:) has not been implemented") 
} 

override init() { 

    super.init() 
} 


func setUpLevel(){ 

imageName = 「Wall」 

    let theSize:CGSize = CGSize(width: levelUnitWidth, height: levelUnitHeight)  //defines the size background sprite as defined by the height and width of level unit 
    let tex:SKTexture = SKTexture(imageNamed: imageName)     //defines the testue that the backgroundsprite will have. 

    levelUnitSprite = SKSpriteNode(texture: tex, color: SKColor.black, size: theSize) 
    scoredLevelUnit = false 

    self.addChild(levelUnitSprite) //adds the level unit to the scene 
    self.name = "levelUnit"   //names the whole backgroundsprite under the name level Unit 

    self.position = CGPoint(x: levelUnitSprite.size.width/2, y: 0) 


    //The Level Types Physics Body 
    if (theType == LevelType.blank) { 

     levelUnitSprite.physicsBody = SKPhysicsBody(rectangleOf: levelUnitSprite.size) 

     levelUnitSprite.physicsBody!.categoryBitMask = BodyType.normal.rawValue 
     levelUnitSprite.physicsBody!.contactTestBitMask = BodyType.normal.rawValue 
     levelUnitSprite.physicsBody!.isDynamic = false 


    } else if (theType == LevelType.normal) { 

     levelUnitSprite.physicsBody = SKPhysicsBody(rectangleOf: levelUnitSprite.size) 

     levelUnitSprite.physicsBody!.categoryBitMask = BodyType.normal.rawValue 
     levelUnitSprite.physicsBody!.contactTestBitMask = BodyType.normal.rawValue 
     levelUnitSprite.physicsBody!.isDynamic = false 


    } else if (theType == LevelType.floating) { 

     levelUnitSprite.physicsBody = SKPhysicsBody(rectangleOf: levelUnitSprite.size) 

     levelUnitSprite.physicsBody!.categoryBitMask = BodyType.floating.rawValue 
     levelUnitSprite.physicsBody!.contactTestBitMask = BodyType.floating.rawValue 
     levelUnitSprite.physicsBody!.isDynamic = false 
    } 


} 
+0

如果您使用自定義子類的級別單位,您可以輕鬆地添加一個'Bool'屬性'scored';當你「評分」這個對象時,設置'scored = true',那麼下次你可以檢查'得分== true'並且不再評分 – Paulw11

+0

@ Paulw11我添加了屬性,但是因爲我通過節點枚舉評分代碼中的同名如何訪問每個單個levelunit的評分屬性?我應該在levelUnit類中添加類似「self.levelUnitScored = false」的東西,然後在評分代碼中創建levelUnit類的實例嗎?如果你可以看看謝謝,我已經更新了我的原始帖子和我的級別單元類。 – Astrum

回答

1

如果您使用自定義子類的級別單位,你還可以輕鬆添加Bool屬性評分;當你「分數」這個對象,設置scored = true,那麼下次你可以檢查是否scored == true並沒有再得分它

override func update(_ currentTime: TimeInterval) {  

    let scoreLabel = childNode(withName: "scoreLabel") as! Score // links the scorelabel with Score class 

    worldNode.enumerateChildNodes(withName: "levelUnit") { 
     node, stop in 

     if let levelNode = node as? LevelUnit 
      let nodeLocation:CGPoint = self.convert(levelNode.position, from: self.worldNode) //converts cordinates of level units with the world node. 
      let player1Location:CGPoint = self.convert(self.thePlayer.position, from: self.worldNode) 

      if (nodeLocation.y < (player1Location.y) - self.levelUnitHeight) { // checks to see if the node is behind the player's position 
       if !levelNode.levelUnitScored { 
        scoreLabel.addOneToScore() 
        levelNode.levelUnitScored = true 
       } 
      } 
     } 
    } 
} 
+0

它給了我一個這條線上的錯誤「if(levelNode.y <(player1Location.y)」說這個levelNode沒有成員類型'y'是應該改變爲nodeLocation? – Astrum

+0

是的,對不起。 – Paulw11