我遇到了一個問題,在達到某個分數後,我的平臺距離會變得混亂。我希望遊戲開始時就像touchesBegan中的spawnDelayForever部分一樣,直到分數達到5爲止。在得分達到5 ... 10 ... 15等等之後,我希望平臺能夠以相同數量的空間加速無論發生什麼,每一次產卵之間問題是當分數達到5時,平臺加速,但每個產卵之間的距離/空間不一樣。他們進一步分開。有誰能夠幫助我?Spritekit - 提高速度並保持精靈節點之間的距離相同?
希望這不會混淆任何人,但如果它讓我澄清它。我只是希望平臺在達到一定分數後加速,每次產卵之間有相同的空間量。意思是waitForDuration應該加快速度(小於2.0),每次提高速度。我的代碼
部分:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if gameStarted == false {
gameStarted = true
ball.physicsBody?.affectedByGravity = true
title.removeFromParent()
let spawn = SKAction.runBlock({
()in
self.creatingPlatforms()
})
let delay = SKAction.waitForDuration(2.0)
let spawnDelay = SKAction.sequence([spawn, delay])
let spawnDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spawnDelayForever)
let distance = CGFloat(self.frame.width + 170 + officialPlatform.frame.width)
let movePlatforms = SKAction.moveByX(-distance, y: 0, duration: NSTimeInterval(0.01 * distance))
let removePlatforms = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePlatforms, removePlatforms])
ball.physicsBody?.velocity = CGVectorMake(0, 0)
ball.physicsBody?.applyImpulse(CGVectorMake(0, 0))
scoreLbl.fontSize = 35
scoreLbl.position = CGPoint(x: self.frame.width/2, y: scene!.frame.height/2 + 300)
scoreLbl.fontColor = UIColor.blackColor()
scoreLbl.text = "\(score)"
score = 0
self.addChild(scoreLbl)
}
else {
ball.physicsBody?.velocity = CGVectorMake(0, 0)
ball.physicsBody?.applyImpulse(CGVectorMake(0, 45))
ball.physicsBody?.restitution = 0
scoreNode.physicsBody?.restitution = 0
}
}
func creatingPlatforms() {
scoreNode = SKSpriteNode()
scoreNode.size = CGSize(width: 120, height: 25)
scoreNode.position = CGPoint(x: self.frame.width + 95, y: self.frame.height/2)
scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
scoreNode.physicsBody?.affectedByGravity = false
scoreNode.physicsBody?.dynamic = false
scoreNode.physicsBody?.categoryBitMask = physicsCategory.score
scoreNode.physicsBody?.collisionBitMask = 0
scoreNode.physicsBody?.contactTestBitMask = physicsCategory.ball
scoreNode.name = "scoreNode"
officialPlatform = SKNode()
let platform = SKSpriteNode(imageNamed: "platform")
platform.size = CGSize(width: 140, height: 25)
platform.position = CGPoint(x: self.frame.width + 95, y: self.frame.height/2)
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.categoryBitMask = physicsCategory.platform
platform.physicsBody?.collisionBitMask = physicsCategory.ball
platform.physicsBody?.contactTestBitMask = physicsCategory.ball
platform.physicsBody?.affectedByGravity = false
platform.physicsBody?.dynamic = false
officialPlatform.name = "official platform"
officialPlatform.runAction(moveAndRemove)
officialPlatform.addChild(platform)
officialPlatform.addChild(scoreNode)
self.addChild(officialPlatform)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if score >= 5 && score <= 9 {
moveAndRemove.speed = 0.9
}
}
}
您可以將它們全部作爲子項添加到一個較大的節點,然後移動該較大的節點? –
@BeauNouvelle我不確定你的意思是平臺還是別的什麼,但產卵的平臺是在一個更大的節點(let platform = SKSpriteNode)=(officialPlatform = SKNode)。 SKNode官方平臺正在運行在touchesBegan中調用的動作moveAndRemove。問題是SKActions spawnDelayForever和moveAndRemove如何在每次達到某個分數時進行更新? –