在 GameKit 中更改子父项
Change child parent in GameKit
我正在开发一款射箭游戏 - 玩家需要将 3 支箭射向一个移动的目标(目标从左向右移动)。当箭击中目标时,它应该随之移动(从左到右)。最明显的做法是将箭头父级更改为目标。由于某种原因,它给我带来了一些麻烦 -
- 我尝试了 --- arrow.move(toParent:target),即使我为它设置了新位置,我也没有在屏幕上看到箭头
- 如果我只是 --- target.addChild(arrow) 我会失败,因为我没有从它的父对象中删除箭头(在这种情况下是场景)
- 当我 --- arrow.removeFromParent() 然后 target.addChild(箭头) 导致其他箭头相互碰撞时,我仍然没有在屏幕上看到箭头。
这是我的代码 -
class GameScene: SKScene, SKPhysicsContactDelegate {
var target:SKSpriteNode?
var arrows = [SKSpriteNode]()
var arrowContactPoint:CGPoint?
let noCategory:UInt32 = 0
let arrowCategory:UInt32 = 0b1
let targetCategory:UInt32 = 0b1 << 1
let obstacleCategory:UInt32 = 0b1 << 2
override func didMove(to view: SKView) {
allowCollisionDetection()
setTarget()
moveTargetFromSideToSide()
newArrow()
}
func didBegin(_ contact: SKPhysicsContact) {
let categoryBitMaskBodyA:UInt32 = contact.bodyA.categoryBitMask
let categoryBitMaskBodyB:UInt32 = contact.bodyB.categoryBitMask
if ((categoryBitMaskBodyA == targetCategory && categoryBitMaskBodyB == arrowCategory) || (categoryBitMaskBodyA == arrowCategory && categoryBitMaskBodyB == targetCategory)) {
arrowContactPoint = contact.contactPoint
arrowCollideWithTarget()
} else if (categoryBitMaskBodyA == obstacleCategory || categoryBitMaskBodyB == obstacleCategory) {
let obstacleNode:SKNode = ((categoryBitMaskBodyA == arrowCategory) ? contact.bodyA.node! : contact.bodyB.node)!
arrowCollideWithObstacle(obstacle:obstacleNode)
} else if (categoryBitMaskBodyA == arrowCategory && categoryBitMaskBodyB == arrowCategory) {
newGame()
} else {
print("Something went wrong")
}
newArrow()
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
shootArrow()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func allowCollisionDetection() {
self.physicsWorld.contactDelegate = self
}
func setTarget() {
target = self.childNode(withName: "target") as? SKSpriteNode
//Set the target bit mask, it's tag
target?.physicsBody?.categoryBitMask = targetCategory
//Set with which objects the target collide
target?.physicsBody?.collisionBitMask = noCategory
//Set to which coliision we want to responde/handle - didBegin will get triggered
target?.physicsBody?.contactTestBitMask = arrowCategory
}
func moveTargetFromSideToSide() {
let moveRight = SKAction.moveBy(x: frame.size.width - (target?.size.width)!, y: 0, duration: 2)
let moveLeft = SKAction.moveBy(x: -(frame.size.width - (target?.size.width)!), y: 0, duration: 2)
let moveBackAndForth = SKAction.repeatForever(SKAction.sequence([moveRight, moveLeft]))
target?.run(moveBackAndForth)
}
func newArrow() {
let arrow = SKSpriteNode(imageNamed: "arrow1")
let arrowTexture = SKTexture(imageNamed: "arrow1")
arrow.position = CGPoint.zero
self.addChild(arrow)
arrow.physicsBody = SKPhysicsBody(texture: arrowTexture, size: arrowTexture.size())
arrow.physicsBody?.isDynamic = true
arrow.physicsBody?.allowsRotation = true
arrow.physicsBody?.affectedByGravity = false
arrow.physicsBody?.friction = 0.2
arrow.physicsBody?.restitution = 0.2
arrow.physicsBody?.linearDamping = 0.1
arrow.physicsBody?.angularDamping = 0.1
arrow.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
arrow.physicsBody?.categoryBitMask = arrowCategory
arrow.physicsBody?.collisionBitMask = noCategory
arrow.physicsBody?.contactTestBitMask = arrowCategory | obstacleCategory | targetCategory
arrows.append(arrow)
}
func shootArrow(){
print("shootArrow")
arrows.last!.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 80))
}
func arrowCollideWithTarget() {
print("arrowCollideWithTarget")
arrows.last!.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
arrows.last!.move(toParent: target!)
}
func arrowCollideWithObstacle(obstacle:SKNode) {
print("arrowCollideWithObstacle")
arrows.last!.removeFromParent()
arrows.removeLast()
}
func newGame() {
print("New Game")
for i in 0 ..< (arrows.count) {
arrows[i].removeFromParent()
}
arrows.removeAll()
}
}
最终为我解决的是使用这个方法---
移动(到父级:)
这是我的代码 -
func arrowCollideWithTarget() {
arrows.last!.move(toParent:target!)
}
我正在开发一款射箭游戏 - 玩家需要将 3 支箭射向一个移动的目标(目标从左向右移动)。当箭击中目标时,它应该随之移动(从左到右)。最明显的做法是将箭头父级更改为目标。由于某种原因,它给我带来了一些麻烦 -
- 我尝试了 --- arrow.move(toParent:target),即使我为它设置了新位置,我也没有在屏幕上看到箭头
- 如果我只是 --- target.addChild(arrow) 我会失败,因为我没有从它的父对象中删除箭头(在这种情况下是场景)
- 当我 --- arrow.removeFromParent() 然后 target.addChild(箭头) 导致其他箭头相互碰撞时,我仍然没有在屏幕上看到箭头。
这是我的代码 -
class GameScene: SKScene, SKPhysicsContactDelegate {
var target:SKSpriteNode?
var arrows = [SKSpriteNode]()
var arrowContactPoint:CGPoint?
let noCategory:UInt32 = 0
let arrowCategory:UInt32 = 0b1
let targetCategory:UInt32 = 0b1 << 1
let obstacleCategory:UInt32 = 0b1 << 2
override func didMove(to view: SKView) {
allowCollisionDetection()
setTarget()
moveTargetFromSideToSide()
newArrow()
}
func didBegin(_ contact: SKPhysicsContact) {
let categoryBitMaskBodyA:UInt32 = contact.bodyA.categoryBitMask
let categoryBitMaskBodyB:UInt32 = contact.bodyB.categoryBitMask
if ((categoryBitMaskBodyA == targetCategory && categoryBitMaskBodyB == arrowCategory) || (categoryBitMaskBodyA == arrowCategory && categoryBitMaskBodyB == targetCategory)) {
arrowContactPoint = contact.contactPoint
arrowCollideWithTarget()
} else if (categoryBitMaskBodyA == obstacleCategory || categoryBitMaskBodyB == obstacleCategory) {
let obstacleNode:SKNode = ((categoryBitMaskBodyA == arrowCategory) ? contact.bodyA.node! : contact.bodyB.node)!
arrowCollideWithObstacle(obstacle:obstacleNode)
} else if (categoryBitMaskBodyA == arrowCategory && categoryBitMaskBodyB == arrowCategory) {
newGame()
} else {
print("Something went wrong")
}
newArrow()
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
shootArrow()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func allowCollisionDetection() {
self.physicsWorld.contactDelegate = self
}
func setTarget() {
target = self.childNode(withName: "target") as? SKSpriteNode
//Set the target bit mask, it's tag
target?.physicsBody?.categoryBitMask = targetCategory
//Set with which objects the target collide
target?.physicsBody?.collisionBitMask = noCategory
//Set to which coliision we want to responde/handle - didBegin will get triggered
target?.physicsBody?.contactTestBitMask = arrowCategory
}
func moveTargetFromSideToSide() {
let moveRight = SKAction.moveBy(x: frame.size.width - (target?.size.width)!, y: 0, duration: 2)
let moveLeft = SKAction.moveBy(x: -(frame.size.width - (target?.size.width)!), y: 0, duration: 2)
let moveBackAndForth = SKAction.repeatForever(SKAction.sequence([moveRight, moveLeft]))
target?.run(moveBackAndForth)
}
func newArrow() {
let arrow = SKSpriteNode(imageNamed: "arrow1")
let arrowTexture = SKTexture(imageNamed: "arrow1")
arrow.position = CGPoint.zero
self.addChild(arrow)
arrow.physicsBody = SKPhysicsBody(texture: arrowTexture, size: arrowTexture.size())
arrow.physicsBody?.isDynamic = true
arrow.physicsBody?.allowsRotation = true
arrow.physicsBody?.affectedByGravity = false
arrow.physicsBody?.friction = 0.2
arrow.physicsBody?.restitution = 0.2
arrow.physicsBody?.linearDamping = 0.1
arrow.physicsBody?.angularDamping = 0.1
arrow.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
arrow.physicsBody?.categoryBitMask = arrowCategory
arrow.physicsBody?.collisionBitMask = noCategory
arrow.physicsBody?.contactTestBitMask = arrowCategory | obstacleCategory | targetCategory
arrows.append(arrow)
}
func shootArrow(){
print("shootArrow")
arrows.last!.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 80))
}
func arrowCollideWithTarget() {
print("arrowCollideWithTarget")
arrows.last!.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
arrows.last!.move(toParent: target!)
}
func arrowCollideWithObstacle(obstacle:SKNode) {
print("arrowCollideWithObstacle")
arrows.last!.removeFromParent()
arrows.removeLast()
}
func newGame() {
print("New Game")
for i in 0 ..< (arrows.count) {
arrows[i].removeFromParent()
}
arrows.removeAll()
}
}
最终为我解决的是使用这个方法--- 移动(到父级:)
这是我的代码 -
func arrowCollideWithTarget() {
arrows.last!.move(toParent:target!)
}