恒定速度,同时仍然能够施加脉冲
Constant velocity while still being able to apply an impulse
我正在制作一个游戏,其中主要 sprite/player 不断移动,he/she 需要跳过障碍。
我需要有关如何为我的移动精灵设置恒定速度的帮助。当我尝试在 SpriteKit 更新功能中执行此操作时,我无法在用户点击屏幕时应用跳跃的冲动。
这是我的代码。我评论了我遇到问题的地方:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if (gameStarted == false) {
gameStarted = true
mainSprite.physicsBody?.affectedByGravity = true
mainSprite.physicsBody?.allowsRotation = true
let spawn = SKAction.runBlock({
() in
self.createWalls()
})
let delay = SKAction.waitForDuration(1.5)
let spawnDelay = SKAction.sequence([spawn, delay])
let spawnDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spawnDelayForever)
let distance = CGFloat(self.frame.height + wallPair.frame.height)
let movePipes = SKAction.moveByX(0, y: -distance - 50, duration: NSTimeInterval(0.009 * distance)) // Speed up pipes
let removePipes = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePipes, removePipes])
} else {
if died == true {
}
else {
mainSprite.physicsBody?.applyImpulse(CGVectorMake(0, 20)) // TRYING TO APPLY AN IMPULSE TO MY SPRITE SO IT CAN JUMP AS IT MOVES
}
}
for touch in touches {
let location = touch.locationInNode(self)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, 0) // SETS A CONSTANT VELOCITY, HOWEVER I CAN NOT APPLY AN IMPULSE.
}
问题是您覆盖了 update
方法中的速度。因此,即使您添加了一个脉冲,它也会立即被 update
中的代码覆盖。尝试只覆盖速度的 dx
部分。
override func update(currentTime: CFTimeInterval) {
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, mainSprite.physicsBody?.velocity.dy)
}
我正在制作一个游戏,其中主要 sprite/player 不断移动,he/she 需要跳过障碍。
我需要有关如何为我的移动精灵设置恒定速度的帮助。当我尝试在 SpriteKit 更新功能中执行此操作时,我无法在用户点击屏幕时应用跳跃的冲动。
这是我的代码。我评论了我遇到问题的地方:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if (gameStarted == false) {
gameStarted = true
mainSprite.physicsBody?.affectedByGravity = true
mainSprite.physicsBody?.allowsRotation = true
let spawn = SKAction.runBlock({
() in
self.createWalls()
})
let delay = SKAction.waitForDuration(1.5)
let spawnDelay = SKAction.sequence([spawn, delay])
let spawnDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spawnDelayForever)
let distance = CGFloat(self.frame.height + wallPair.frame.height)
let movePipes = SKAction.moveByX(0, y: -distance - 50, duration: NSTimeInterval(0.009 * distance)) // Speed up pipes
let removePipes = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePipes, removePipes])
} else {
if died == true {
}
else {
mainSprite.physicsBody?.applyImpulse(CGVectorMake(0, 20)) // TRYING TO APPLY AN IMPULSE TO MY SPRITE SO IT CAN JUMP AS IT MOVES
}
}
for touch in touches {
let location = touch.locationInNode(self)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, 0) // SETS A CONSTANT VELOCITY, HOWEVER I CAN NOT APPLY AN IMPULSE.
}
问题是您覆盖了 update
方法中的速度。因此,即使您添加了一个脉冲,它也会立即被 update
中的代码覆盖。尝试只覆盖速度的 dx
部分。
override func update(currentTime: CFTimeInterval) {
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, mainSprite.physicsBody?.velocity.dy)
}