如何在每增加 50 点后加速 Sprite Kit 游戏

How to speed up a Sprite Kit game after every additional 50 points

我正在用 Sprite Kit 制作一个 2D 游戏,我需要添加一个方法来在每 50 点后加速游戏。

我想出了一个方法,可以根据需要增加速度,但是我必须在更新方法中每增加50点复制、粘贴和调整一个if语句。

我的解决方案的另一个问题是,我必须在加速后立即增加我的积分,因为如果不是这样,游戏就会完全加速,尽管我不知道为什么。

到目前为止,这是我的解决方案:

// inside the update method
// points are added when an enemy is destroyed
// pointSpeed is the float variable that is used to change positions

if (points == 4) {
    pointSpeed++;
    points++;
}
if (points == 8) {
    pointSpeed++;
    points++;
}
if (points == 12) {
    pointSpeed++;
    points++;
}

我想实现此功能,而不必被迫手动执行所有增量,并且游戏不会在没有积分增量的情况下加速。

如果您想定期更新速度,可以使用取模运算符 - 除以您的间隔后取余数 - 如果等于零,则采取行动。 你发现游戏完全加速的原因是下一次通过更新功能时,它仍然处于正确的点级别,并且它只是增加了速度 - 如果你准备好增加,你可以添加另一个变量来跟踪

// as part of class declaration
var bReadyForIncrement : Bool = true
let pointIncrement : Int = 4  // or whatever you need


// inside the update method
// points are added when an enemy is destroyed
// pointSpeed is the float variable that is used to change positions

if (points % 4) 
{
    if bReadyForIncrement
    {
       pointSpeed++;
       bReadyForIncrement = false // set this to true wherever you add points
    }
}

Swift 方式

你可以使用didSet 属性观察者根据当前分数改变游戏速度:

import SpriteKit

class GameScene: SKScene {

    var score:Int = 0 {

        didSet{

            if score % 10 == 0 {
               gameSpeed += 0.5
            }

            label.text = "Score : \(score), Speed : \(gameSpeed)"
        }

    }

    var gameSpeed:Double = 1.0

    var label:SKLabelNode = SKLabelNode(fontNamed: "ArialMT")

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */

        label.text = "Score : \(score), Speed : \(gameSpeed)"
        label.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidX(frame))
        label.fontSize = 18

        addChild(label)

    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        score++
    }

}

来自文档:

didSet is called immediately after the new value is stored.

因此,在设置新分数后,您应该立即更新 gameSpeed 变量。

Objective-C 方式

在 Objective-C 中没有这样的东西可以提供与 Swift 的 didSet 和 willSet 属性 观察者完全相同的行为。但还有其他方法,例如您可以覆盖分数的 setter,如下所示:

#import "GameScene.h"

@interface GameScene()

@property(nonatomic, strong) SKLabelNode *label;

@property(nonatomic, assign) NSUInteger score;

@property(nonatomic, assign) double gameSpeed;

@end

@implementation GameScene

-(instancetype)initWithCoder:(NSCoder *)aDecoder{

NSLog(@"Scene's initWithSize: called");

if(self = [super initWithCoder:aDecoder]){

        /*

         Instance variables in Obj-C should be used only while initialization, deallocation or when overriding accessor methods.
         Otherwise, you should use accessor methods (eg. through properties).

        */

        _gameSpeed  = 1;
        _score      = 0;

       NSLog(@"Variables initialized successfully");
    }

    return self;
}

-(void)didMoveToView:(SKView *)view {

    self.label      = [SKLabelNode labelNodeWithFontNamed:@"ArialMT"];
    self.label.fontSize = 18;
    self.label.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
    self.label.text = [NSString stringWithFormat:@"Score : %lu, Speed %f", self.score, self.gameSpeed];
    [self addChild:self.label];

}

//Overriding an actual setter, so when score is changed, the game speed will change accordingly
-(void)setScore:(NSUInteger)score{

    /*

     Make sure that you don't do assigment like this, self.score = score, but rather _score = score
     because self.score = somevalue, is an actual setter call - [self setScore:score]; and it will create an infinite recursive call.

     */
    _score          = score;


    if(_score % 10 == 0){
        self.gameSpeed += 0.5;
    }

    // Here, it is safe to to write something like self.score, because you call the getter.

    self.label.text = [NSString stringWithFormat:@"Score : %lu, Speed %f", self.score, self.gameSpeed];

}

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {

    self.score++;
}

@end

或者,我想,您可以使用 KVO 执行相同的操作,但对于您的示例,由于简单起见,您可以只覆盖 setter。或者,也许您可​​以创建一个自定义方法来增加分数,处理 gameSpeed 的更新逻辑,并在必要时更新速度:

//Whenever the player scores, you will do this
[self updateScore: score];

所以,你将有一个额外的方法定义,当玩家得分时必须调用它,与此相比(假设得分的 setter 被覆盖):

self.score = someScore; 

这完全取决于你。

希望这说得通并且对您有所帮助!

编辑:

我已经将 initWithSize: 更改为 initWithCoder,因为从 sks 加载场景时不会调用 initWithSize,这可能是你正在做的,由于事实上,在 Xcode 中,默认情况下从 .sks 文件加载 7 个场景。