【发布时间】:2016-11-03 22:28:01
【问题描述】:
我的目标:实现一个只在一个关卡单位落后玩家一次时才计分的计分系统,因此如果玩家后退,它不会将同一个单位计分两次
我目前有一个评分系统,每次在我的游戏中点击我的玩家前进时都会在分数标签上加一个,这有其缺陷,因为玩家可以后退然后点击前进,这将计入如果球员后退然后前进,则再次得分。
我想出了计算玩家背后有多少个平台(LevelUnit)的想法,这样如果他们返回,当他们决定再次前进时,就不会计算同一个平台(LevelUnit)两次。
这是我想出的:
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
}
}
}
唯一的问题是,因为他们一直在玩家身后,所以代码会多次计数,并且会继续计数,除非我关闭游戏。有没有办法为每个落后于球员位置的LevelUnits计算一次球员背后的LevelUnits?
编辑 1:级别单元类
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
}
}
【问题讨论】:
-
如果您为关卡单元使用自定义子类,您可以轻松添加
Bool属性scored;当你“打分”这个对象时,设置scored = true,然后下次你可以检查scored == true是否再次打分 -
@Paulw11 我添加了该属性,但由于我在评分代码中枚举具有相同名称的节点,我如何访问每个单独级别单元的评分属性?我应该在 levelUnit 类中添加类似“self.levelUnitScored = false”的内容,然后在评分代码中创建 levelUnit 类的实例吗?如果你能看一下,我已经用我的级别单元类更新了我的原始帖子。谢谢。
标签: swift xcode sprite-kit swift2