我做了一个平台游戏,把摄像头对准了主节点Player。
我已经阅读了可以在这里找到的 Apple 文档:Apple
大约有 6 个平台,它们之间有 self.frame.size.height/4.5
空间,它们应该在每次低于 dy = -15
时重生再次在屏幕顶部,使其无限循环。
我有一个 Player 节点,每次触摸屏幕时它都会产生一个脉冲(Player 跳上跳下)。整个游戏只在 y 轴
上移动。
我创建的相机聚焦在玩家身上,每次玩家跳跃时平台都会向下移动,而玩家会向上移动。然而,这只是 View ,而不是真实世界的位置。这意味着,SpawnPlatforms
中的给定位置始终相同,因为它们不会移动,只有粘附在 Player 上的 View 会上下移动。
我想在我的播放器节点上安装摄像头,它在 y 轴上移动,当它进一步向上移动时,平台也应该向下移动,目前只有 View 发生变化,我无法使用更新:重生平台的方法。我该如何改变它?
编辑:我的代码与 Update:Method
中的更新一起工作,但这仍然没有回答我最初的问题,如何移动整个世界与相机,而不仅仅是相机。
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.contactDelegate = self
self.anchorPoint = CGPoint(x: 0, y: 0.30)
backgroundColor = SKColor(red: 81.0/255.0, green: 192.0/255.0, blue: 201.0/255.0, alpha: 1.0)
self.World = SKNode()
self.World.name = "World"
addChild(World)
self.Camera = SKNode()
self.Camera.name = "Camera"
self.World.addChild(Camera)
SpawnPlatforms()
SpawnPlayer()
}
func SpawnPlatforms() {
Platform0 = SKSpriteNode (color: SKColor.greenColor(), size: CGSize(width: self.frame.size.width , height: 25))
Platform0.position = CGPoint(x: self.frame.size.width / 2, y: -36)
Platform0.zPosition = 1
Platform0.physicsBody = SKPhysicsBody(rectangleOfSize:Platform0.size)
Platform0.physicsBody?.dynamic = false
Platform0.physicsBody?.allowsRotation = false
Platform0.physicsBody?.restitution = 0
Platform0.physicsBody?.usesPreciseCollisionDetection = true
Platform0.physicsBody?.categoryBitMask = Platform0Category
Platform0.physicsBody?.collisionBitMask = PlayerCategory
Platform0.physicsBody?.contactTestBitMask = PlayerCategory
World.addChild(Platform0)
....//Same code for the other Platforms1-5
}
func SpawnPlayer(){
Player = SKSpriteNode (imageNamed: "Image.png")
Player.size = CGSize(width: 64, height: 64)
Player.position = CGPoint(x: self.frame.size.width / 2, y: 0)
Player.zPosition = 2
Player.physicsBody = SKPhysicsBody(rectangleOfSize:CGSize(width: 35, height: 50))
Player.physicsBody?.dynamic = true
Player.physicsBody?.allowsRotation = false
Player.physicsBody?.restitution = 0
Player.physicsBody?.usesPreciseCollisionDetection = true
Player.physicsBody?.categoryBitMask = PlayerCategory
Player.physicsBody?.collisionBitMask = Platform0Category
Player.physicsBody?.contactTestBitMask = Platform0Category | Platform1Category | Platform2Category | Platform3Category | Platform4Category | Platform5Category
World.addChild(Player)
}
override func didSimulatePhysics() {
Camera.position = CGPoint(x: Player.position.x, y: Player.position.y)
self.centerOnNode(Camera!)
}
func centerOnNode(node: SKNode) {
let cameraPositionInScene: CGPoint = Camera.scene!.convertPoint(Camera.position, fromNode: World)
World.runAction(SKAction.moveTo(CGPoint(x:World.position.x , y:World.position.y - cameraPositionInScene.y), duration: 1.0))
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if(Player.position.y > (Platform3.position.y + 30) && Player.position.y < Platform4.position.y){
Platform1.position = CGPointMake(self.frame.size.width / 2, Platform6.position.y + self.frame.size.height / 4.5)
Platform1.color = SKColor.redColor()
}
...//Same code for the other Platforms1-5
}
最佳答案
创建一个SKNode
,我们称它为 map 。添加 map 作为该场景的子项。您将所有其他游戏节点添加为该 map 的子节点(平台、玩家等)。
然后,不是移动 node.parent,而是移动 map 。这将导致即使您移动相机,平台也始终处于相同的位置。
此外,您可以将游戏菜单添加到场景中,它们不会移动,但 map 会移动。
例如,下一个代码将在 update:
方法中以线速度移动 map :
kScrollScenarioFactor
可能类似于 200.f
-(void)update:(CFTimeInterval)currentTime {
//Calculating time for realistic scroll speed
float scrollTime = currentTime - self.lastTime;
self.lastTime = currentTime;
self.map.position = CGPointMake(map.position.x - (scrollTime * self.kScrollScenarioFactor), map.position.y);
}
或者如果你想在 update:
方法中根据玩家移动 map ,你可以看看这个方法:
-(void)update:(CFTimeInterval)currentTime {
//Calculating playerPosition difference
float diffX = self.lastPlayerPosition.x - self.player.position.x;
float diffY = self.lastPlayerPosition.y - self.player.position.y;
self.lastPlayerPosition = self.player.position;
//Updating map position
self.map.position = CGPointMake(map.position.x + diffX, map.position.y + diffY);
}
关于ios - 节点上的 Sprite Kit 相机,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/31159041/