Swift 如何在多次命中节点时移除节点
我正在制作一个太空入侵者游戏,游戏中有许多敌舰向你靠近,你必须向它们射击 当玩家触摸屏幕时,玩家飞船向敌舰发射子弹 我得到了它,所以每当一颗子弹击中敌舰时,它就会从母船上移除。但我无法得到它,因此需要2颗子弹才能将敌舰从母船上移开。由于某种原因,当另一艘敌舰被召唤到现场时,敌人的生命将自行重置。我怎样才能使每艘敌舰都有自己的独立生命,并且不会影响其他敌舰的生命 这是敌人的等级:Swift 如何在多次命中节点时移除节点,swift,sprite-kit,Swift,Sprite Kit,我正在制作一个太空入侵者游戏,游戏中有许多敌舰向你靠近,你必须向它们射击 当玩家触摸屏幕时,玩家飞船向敌舰发射子弹 我得到了它,所以每当一颗子弹击中敌舰时,它就会从母船上移除。但我无法得到它,因此需要2颗子弹才能将敌舰从母船上移开。由于某种原因,当另一艘敌舰被召唤到现场时,敌人的生命将自行重置。我怎样才能使每艘敌舰都有自己的独立生命,并且不会影响其他敌舰的生命 这是敌人的等级: public class Villain: SKSpriteNode { var life = 2 init(){
public class Villain: SKSpriteNode {
var life = 2
init(){
let texture = SKTexture(imageNamed: "Villain")
var life = 2
print("number of lives: ", life)
super.init(texture: texture, color: SKColor.clear, size: texture.size())
self.name = "villain"
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
这是游戏场景类,其中敌人类被称为
func VillainRight(){
let TooMuch = self.size.width
let point = UInt32(TooMuch)
let VillainR = Villain()
VillainR.zPosition = 2
VillainR.position = CGPoint(x: self.frame.minX,y: CGFloat(arc4random_uniform(point)))
//This code makes the villain's Zposition point towards the SpaceShip
let angle = atan2(SpaceShip.position.y - VillainR.position.y, SpaceShip.position.x - VillainR.position.x)
VillainR.zRotation = angle - CGFloat(M_PI_2)
let MoveToCenter = SKAction.move(to: CGPoint(x: self.frame.midX, y: self.frame.midY), duration: 15)
//Physics World
VillainR.physicsBody = SKPhysicsBody(rectangleOf: VillainR.size)
VillainR.physicsBody?.categoryBitMask = NumberingPhysics.RightV
VillainR.physicsBody?.contactTestBitMask = NumberingPhysics.Laser | NumberingPhysics.SpaceShip
VillainR.physicsBody?.affectedByGravity = false
VillainR.physicsBody?.isDynamic = true
VillainR.run(MoveToCenter)
addChild(VillainR)
}
下面是didBeginContact方法的一部分:
//LASERS HIT ENEMY CHECK
if BodyOne.categoryBitMask == NumberingPhysics.Laser && BodyTwo.categoryBitMask == NumberingPhysics.LeftV{
run(VillainGone)
ToNextLevel -= 1
if BodyTwo.node != nil{
MakeExplosions(BodyTwo.node!.position)
}
BodyTwo.node?.removeFromParent()
BodyOne.node?.removeFromParent()
}
if BodyOne.categoryBitMask == NumberingPhysics.Laser && BodyTwo.categoryBitMask == NumberingPhysics.RightV{
ToNextLevel -= 1
if BodyTwo.node != nil{
MakeExplosions(BodyTwo.node!.position)
}
run(VillainGone)
BodyOne.node?.removeFromParent()
BodyTwo.node?.removeFromParent()
}
}
概述:
我所要做的就是一旦有两颗子弹击中敌舰,就把它从母船上移开。而且敌人的生命是相互独立的(如果一艘敌舰只剩下1条生命,那么如果另一艘敌舰被召唤到现场,它将不会重置回2条生命)。这里是一个解决您问题的示例(这是一个macOS项目,如果您想转换,只需将
mouseDown
替换为touchsbegind
)
单击屏幕以观看恶棍生命耗尽,当达到0时恶棍将死亡并从场景中移除:
let category1 = UInt32(1)
let category2 = UInt32(2)
class Villain: SKSpriteNode {
var lives = 2
var hitThisFrame = false
init(color: SKColor, size: CGSize) {
super.init(texture: nil, color: color, size: size)
let pb = SKPhysicsBody(rectangleOf: self.size)
pb.categoryBitMask = category1
pb.contactTestBitMask = category2
self.physicsBody = pb
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class Hero: SKSpriteNode {
init(color: SKColor, size: CGSize) {
super.init(texture: nil, color: color, size: size)
let pb = SKPhysicsBody(rectangleOf: self.size)
pb.categoryBitMask = category2
pb.contactTestBitMask = category1
self.physicsBody = pb
}
required init?(coder aDecoder: NSCoder) { fatalError() }
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let villain = Villain(color: .blue, size: CGSize(width: 50, height: 50))
let hero = Hero (color: .green, size: CGSize(width: 50, height: 50))
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector.zero
hero.position.y -= 100
addChild(villain)
addChild(hero)
}
func didBegin(_ contact: SKPhysicsContact) {
let contactedBodies = contact.bodyA.categoryBitMask + contact.bodyB.categoryBitMask
if contactedBodies == category1 + category2 {
// Find which one of our contacted nodes is a villain:
var vil: Villain
if let foundVil = contact.bodyA.node as? Villain {
vil = foundVil
} else if let foundVil = contact.bodyB.node as? Villain {
vil = foundVil
} else {
fatalError("one of the two nodes must be a villain!!")
}
if vil.hitThisFrame {
// Ignore a second contact if already hit this frame:
return
} else {
// Damage villain:
vil.lives -= 1
print(" vil lives: \(vil.lives)")
vil.hitThisFrame = true
if vil.lives == 0 {
// Kill villain:
print("villain is dead!!!")
vil.physicsBody = nil
vil.removeFromParent()
}
}
}
}
override func didSimulatePhysics() {
// Reset hero position (so as to not trigger another didBegin()
hero.position = CGPoint(x: 0, y: -100)
// Allow villain to be hit again next frame:
villain.hitThisFrame = false
}
override func mouseDown(with event: NSEvent) {
// Trigger didBegin():
hero.position = villain.position
}
}
正如我经常建议的那样,通过每个节点的用户数据和点击次数为每个节点指定一个唯一的iD。如果我调用一个函数多次添加该节点,你能告诉我怎么做吗。是什么阻止了你运行搜索并为自己找到答案?我已经尝试过了,但找不到任何东西。我正在尝试解密你的代码,但是我很困惑,因为类型/类/结构应该写得“像这样”,方法/函数/变量/let应该写得“像这样”。如果你能更新它,它会帮我很多=)你好,这是工作有时。我有时会收到致命的错误消息“两个节点中的一个必须是恶棍!!”你能告诉我为什么会弹出此消息吗?我的代码中有一个bug。让我现在就修。它应该是固定的——我忘了引用
bodyB.NODE
,而只是使用了bodyB
。这就是为什么我喜欢fatalError()
,因为当你犯错误时,它会告诉你自己:)@AlexMerlinAwesome它有效!!非常感谢您长期以来帮助我解决这个问题:)@fluity@AlexMerlin np,别忘了点击复选标记“标记为已回答”,这样其他人就会知道这是有效的:)流动性,哥们儿