SpriteKit & Swift,如果条件为真,则将平台设置为 nil 将不起作用

SpriteKit & Swift, make Platforms nil if a condition is true wont work

嗨,我用 swift 在 spritekit 中制作了一个简单的 2d sidescroller 游戏,我遇到了一个我无法解决的问题。我有一个名为 (createPlatforms) 的函数来生成一些平台(每个平台都在另一个平台之上)并且平台从右到左移动。我还添加了一个名为 isJumping 的 Bool 变量,我希望如果变量 isJumping 为真,则平台 physicsbody 的值为 nil,以便玩家可以跳到它上面并降落在它上面。我有点设法做到了。它适用于第一个平台,但不适用于其他平台。玩家跳到第一个平台上方并降落在上面,但他不能跳到第二个或第三个平台上方。有时大约有 10% 的时间它适用于所有平台,他可以跳到上面并降落在它们上,但大多数时候它不起作用。

提前致谢。

我的跳转方式:

func jump() {

    isJumping = true

    let jumpBlock = SKAction.runBlock({
        () in
        self.Dragon.physicsBody?.velocity = CGVectorMake(0, 0)
        self.Dragon.physicsBody?.applyImpulse(CGVectorMake(0, 140))  // Jump Impulse
    })

    self.runAction(jumpBlock)

    runAfterDelay(0.3) { /* 0.3 Seconds */ 
        self.isJumping = false 
    }
}
 //Delay function
 func runAfterDelay(delay: NSTimeInterval, block: dispatch_block_t) {
    let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay * Double(NSEC_PER_SEC)))
    dispatch_after(time, dispatch_get_main_queue(), block)
}

}

生成平台的方法:

 func createPlatforms() {

    Platform1 = SKSpriteNode(imageNamed:"Platform")
    Platform2 = SKSpriteNode(imageNamed:"Platform")
    Platform3 = SKSpriteNode(imageNamed:"Platform-Small")

    Platform1.size = CGSize(width: frame.width / 3, height: frame.height / 25)
    Platform2.size = CGSize(width: frame.width / 3, height: frame.height / 25)
    Platform3.size = CGSize(width: frame.width / 6, height: frame.height / 25)
    Platform1.position = CGPoint(x: self.frame.width + 330, y: self.frame.height - 285)
    Platform2.position = CGPoint(x: self.frame.width + 500, y: self.frame.height - 210)
    Platform3.position = CGPoint(x: self.frame.width + 570, y: self.frame.height - 135)

    Platform1.physicsBody = SKPhysicsBody(rectangleOfSize: Platform1.size)
    Platform1.zPosition = 6
    Platform1.physicsBody?.categoryBitMask = PhysicsCatagory.Platform1
    Platform1.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform1.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform1.physicsBody?.dynamic = false

    Platform2.physicsBody = SKPhysicsBody(rectangleOfSize: Platform2.size)
    Platform2.zPosition = 7
    Platform2.physicsBody?.categoryBitMask = PhysicsCatagory.Platform2
    Platform2.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform2.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform2.physicsBody?.dynamic = false

    Platform3.physicsBody = SKPhysicsBody(rectangleOfSize: Platform3.size)
    Platform3.zPosition = 8
    Platform3.physicsBody?.categoryBitMask = PhysicsCatagory.Platform3
    Platform3.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
    Platform3.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
    Platform3.physicsBody?.dynamic = false

    Platform1.runAction(moveAndRemove)
    Platform2.runAction(moveAndRemove)
    Platform3.runAction(moveAndRemove)

    self.addChild(Platform1)
    self.addChild(Platform2)
    self.addChild(Platform3)

    let distance = CGFloat(self.frame.width + 1000)
    let moveGroundObjects = SKAction.moveByX(-distance * 1.3, y: 0, duration: NSTimeInterval(0.011 * distance))
    let removeGroundObjects = SKAction.removeFromParent()
    moveAndRemove = SKAction.sequence([moveGroundObjects, removeGroundObjects])


    runAfterDelay(7) {
        self.createPlatforms()
    }
}

平台physicbody为nil的方法:

func makePlatformsNil() {

    if isJumping == true {

        Platform1.physicsBody = nil
        Platform2.physicsBody = nil
        Platform3.physicsBody = nil

    }  else if isJumping == false {

        Platform1.physicsBody = SKPhysicsBody(rectangleOfSize:  Platform1.size)
        Platform1.physicsBody?.categoryBitMask = PhysicsCatagory.Platform1
        Platform1.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
        Platform1.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
        Platform1.physicsBody?.dynamic = false
        Platform1.physicsBody?.allowsRotation = false

        Platform2.physicsBody = SKPhysicsBody(rectangleOfSize: Platform2.size)
        Platform2.physicsBody?.categoryBitMask = PhysicsCatagory.Platform2
        Platform2.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
        Platform2.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
        Platform2.physicsBody?.dynamic = false
        Platform2.physicsBody?.affectedByGravity = false

        Platform3.physicsBody = SKPhysicsBody(rectangleOfSize: Platform3.size)
        Platform3.physicsBody?.categoryBitMask = PhysicsCatagory.Platform3
        Platform3.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
        Platform3.physicsBody?.contactTestBitMask = PhysicsCatagory.Dragon
        Platform3.physicsBody?.dynamic = false
        Platform3.physicsBody?.affectedByGravity = false
    }
}

有人可以帮助我吗?我因为三个弱点而陷入困境,我现在真的很沮丧:-/我相信我的问题可以由比我更有编码经验的人轻松解决

如果其他人遇到同样的问题,@Knight0fDragon 知道我的问题的解决方案。正如他所说,我所做的非常低效。最好不要在默认情况下在平台和播放器之间设置 collisionBitMask,当播放器的速度为负时将其打开,然后在 didEndContact 方法中再次将其关闭。

再次感谢@Knight0fDragon,我已经为这个问题苦苦挣扎了好几个星期。

这是为我完成的代码:

 func didBeginContact(contact: SKPhysicsContact) {
    let firstBody = contact.bodyA
    let secondBody = contact.bodyB

    // check if on Platform

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform1 || firstBody.categoryBitMask == PhysicsCatagory.Platform1 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        if Dragon.physicsBody?.velocity.dy <= -0.0 {

            Platform1.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
            Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Platform1

        }

    }

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform2 || firstBody.categoryBitMask == PhysicsCatagory.Platform2 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        if Dragon.physicsBody?.velocity.dy <= -0.0 {

            Platform2.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
            Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Platform2

        }

    }

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform3 || firstBody.categoryBitMask == PhysicsCatagory.Platform3 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        if Dragon.physicsBody?.velocity.dy <= -0.0 {

            Platform3.physicsBody?.collisionBitMask = PhysicsCatagory.Dragon
            Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Platform3

        }
    }


}

func didEndContact(contact: SKPhysicsContact) {

    let firstBody = contact.bodyA
    let secondBody = contact.bodyB


    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform1 || firstBody.categoryBitMask == PhysicsCatagory.Platform1 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        Platform1.physicsBody?.collisionBitMask = 0
        Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Ground
}

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform2 || firstBody.categoryBitMask == PhysicsCatagory.Platform2 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        if Dragon.physicsBody?.velocity.dy <= -0.0 {

            Platform2.physicsBody?.collisionBitMask = 0
            Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Ground

        }

    }

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform3 || firstBody.categoryBitMask == PhysicsCatagory.Platform3 && secondBody.categoryBitMask == PhysicsCatagory.Dragon) {

        if Dragon.physicsBody?.velocity.dy <= -0.0 {

            Platform3.physicsBody?.collisionBitMask = 0
            Dragon.physicsBody?.collisionBitMask = PhysicsCatagory.Ground

        }
    }

} }

这里的代码少了很多,更干净,更易于管理。 (所有平台应共享同一类别,Dragon 类别需要小于 Platform)

注意:未在 XCode

上进行验证测试
func didBeginContact(contact: SKPhysicsContact) {
    let (firstBody,secondBody) = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (contact.bodyA,contact.bodyB) : (contact.bodyB,contact.bodyA) 

    // check if on Platform

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform)  {

        if firstBody.velocity.dy < -0.0 {

            secondBody.collisionBitMask |= physicsCatagory.Dragon
        }

    }



}

func didEndContact(contact: SKPhysicsContact) {
    let (firstBody,secondBody) = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (contact.bodyA,contact.bodyB) : (contact.bodyB,contact.bodyA) 

    // check if on Platform

    if (firstBody.categoryBitMask == PhysicsCatagory.Dragon && secondBody.categoryBitMask == PhysicsCatagory.Platform)  {

       //No matter what way dragon is moving, if he is off the platform,  let's turn off the collision

            secondBody.collisionBitMask &= ~(physicsCatagory.Dragon)


    }

}