好吧,所以在我的遊戲中,我有一段代碼,每隔x時間產生一個精靈('敵人')。它產生了高的精靈,而精靈則下降了。爲什麼物理學不按我想要的方式工作?
應該發生的事情是這樣的:精靈倒下,它觸及地面或其他敵人,然後它變成靜態,所以它不能移動。
什麼情況是這樣的:有時它的工作原理,但有時(特別是當時間的X量小,精靈更經常產卵),而它仍然在空氣中的精靈突然變爲靜態的。
這是怎麼發生的?
下面是一些代碼:
在GameScene.m ,在createSceneContents,一個由didMoveToView調用的方法:
self.physicsWorld.contactDelegate = self;
SKSpriteNode *bottom = [SKSpriteNode spriteNodeWithColor:[SKColor whiteColor] size:CGSizeMake(self.frame.size.width, 10)];
bottom.position = CGPointMake(self.frame.size.width/2, 0);
bottom.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:bottom.size];
bottom.physicsBody.dynamic = NO;
bottom.physicsBody.restitution = 0;
bottom.physicsBody.categoryBitMask = self.bottomCategory;
bottom.physicsBody.contactTestBitMask = self.enemyCategory;
[self spawnObject];
[self addChild:self.world];
[self.world addChild:bottom];
在spawnObject ,一個是被由createSceneContents調用的方法:
if (self.isPaused == NO){
self.spawningSpeed = 1;
self.enemyData = [[Enemy alloc]init];
SKAction *wait = [SKAction waitForDuration:self.spawningSpeed];
SKAction *run = [SKAction runBlock:^{
SKSpriteNode *aNewEnemy = [self.enemyData createEnemyWithSize:self.customUnit andWidth:self.frame.size.width andHeight:self.frame.size.height + self.player.position.y andPlayerPosition:self.player.position.x];
aNewEnemy.physicsBody.allowsRotation = NO;
aNewEnemy.physicsBody.categoryBitMask = self.enemyCategory;
aNewEnemy.physicsBody.collisionBitMask = self.enemyCategory | self.bottomCategory;
aNewEnemy.physicsBody.contactTestBitMask = self.enemyCategory | self.bottomCategory;
[self.world addChild:aNewEnemy];
}];
SKAction *action = [SKAction repeatActionForever:[SKAction sequence:@[wait,run]]];
[self runAction:action withKey:@"action"];
在createEnemyWithSize:andWidth:andHeight:andPlayerPosition :,在Enemy.m:
self.enemy = [SKSpriteNode spriteNodeWithImageNamed:@"block.png"];
self.enemy.size = CGSizeMake(size - 5, size - 5);
self.enemy.name = @"fallingEnemy";
self.enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(size - 1, size - 1)];
self.enemy.physicsBody.restitution = 0;
self.enemy.physicsBody.allowsRotation = NO;
int column1 = width/7;
int column2 = column1 * 2;
int column3 = column1 * 3;
int column4 = column1 * 4;
int column5 = column1 * 5;
int column6 = column1 * 6;
int halfAColumn = column1/2;
if (position > 0 && position < column1) {
self.enemy.position = CGPointMake(halfAColumn, height - size);
}else if (position > column1 && position < column2) {
self.enemy.position = CGPointMake((column2-halfAColumn), height - size);
}else if (position > column2 && position < column3) {
self.enemy.position = CGPointMake((column3-halfAColumn), height - size);
}else if (position > column3 && position < column4) {
self.enemy.position = CGPointMake((column4-halfAColumn), height - size);
}else if (position > column4 && position < column5) {
self.enemy.position = CGPointMake((column5-halfAColumn), height - size);
}else if (position > column5 && position < column6) {
self.enemy.position = CGPointMake((column6-halfAColumn), height - size);
}else if (position > column6 && position < width) {
self.enemy.position = CGPointMake((width-halfAColumn), height - size);
}
return self.enemy;
在didBeginContact ,在GameScene.m:
SKPhysicsBody *enemyBodyA, *bottomBodyA, *enemyBodyB, *bottomBodyB;
if (contact.bodyA.categoryBitMask == self.enemyCategory) {
enemyBodyA = contact.bodyA;
}else if (contact.bodyA.categoryBitMask == self.bottomCategory) {
bottomBodyA = contact.bodyA;
}
if (contact.bodyB.categoryBitMask == self.enemyCategory) {
enemyBodyB = contact.bodyB;
}else if (contact.bodyB.categoryBitMask == self.bottomCategory) {
bottomBodyB = contact.bodyB;
}
if (enemyBodyA == contact.bodyA && enemyBodyB == contact.bodyB) {
[self.enemyData changeBlock];
NSLog(@"Change1");
}
if (contact.bodyA == enemyBodyA && contact.bodyB == bottomBodyB) {
NSLog(@"Change2");
[self.enemyData changeBlock];
}
if (contact.bodyB == enemyBodyB && contact.bodyA == bottomBodyA) {
NSLog(@"Change3");
[self.enemyData changeBlock];
}
在changeBlock ,在Enemy.m :
-(void)changeBlock {
self.enemy.physicsBody.dynamic = NO;
self.enemy.name = @"staticEnemy";
}
createSce中的位掩碼值neContents:
self.playerCategory = 1;
self.enemyCategory = 2;
self.edgeCategory = 4;
self.bottomCategory = 8;
什麼是您在聯繫人委託中調用changeBlock方法的self.enemyData? – ZeMoon
敵人對象類 – Squid
您需要停止將創建的敵方節點作爲enemyData對象的屬性。使用聯繫人委託中的body.node屬性來獲取聯繫的節點。目前的方式是搞砸了。我正在寫一個答案,並在幾分鐘內發佈。 – ZeMoon