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swift - 如何在多次点击时删除节点

转载 作者:行者123 更新时间:2023-11-28 06:17:30 27 4
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我正在制作一款太空入侵者游戏,其中有许多敌舰向您驶来,您必须向它们射击。

当玩家触摸屏幕时,玩家飞船会向敌舰发射子弹。

我明白了,每当一颗子弹碰到敌舰时,它就会从父舰上移除。但是我无法得到它,因此需要 2 颗子弹才能将敌舰从母舰上移走。出于某种原因,每当另一艘敌舰被召唤到现场时,敌人的生命就会自行重置。怎样才能让每艘敌舰都有自己独立的生命,并且不影响其他敌舰的生命?

这是敌人类:

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")
}

这里是调用Enemy类的GameScene类

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)
}

这里是 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()
}
}

回顾:

我想要做的就是让敌舰在 2 颗子弹碰到它时从 Parent 中移除。并且敌方生命相互独立(如果一艘敌舰还剩下 1 条生命,那么如果另一艘敌舰被召唤到现场,它不会重置回 2)。

最佳答案

这是您问题的示例解决方案(这是一个 macOS 项目,如果您要转换,只需将 mouseDown 替换为 touchesBegan)。

点击屏幕观看反派生命值耗尽,当达到 0 时反派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
}
}

关于swift - 如何在多次点击时删除节点,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44731410/

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