2016-01-22 48 views
0

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 



     } 

    } 
} 
+0

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? –

+0

@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? –

回答

0

,我發現我的答案在另一個問題就在這裏。 swift - Increase speed of objects over time

我改變了我的self.runAction(spawnDelayForever)在我的觸摸開始到self.runAction(spawnDelayForever, withKey: "spawnDelayForever")。然後在更新功能中,我將其更改爲:

override func update(currentTime: CFTimeInterval) { 
    /* Called before each frame is rendered */ 

    if score > 0 { 

     self.actionForKey("spawnDelayForever")?.speed += 0.001 
     moveAndRemove.speed += 0.001 

    } 

}