Jestem nowy w programowaniu, więc bądź miły. Tworzę grę w Swift 3, podobną do Flappy Bird, i mam problem z węzłem punktacji. Utworzyłem węzeł etykiety dla partytury, ale kiedy gracz kontaktuje się z węzłem scoreDetect, żaden wynik nie jest dodawany. Nie mogę stwierdzić, czy zakodowałem część, która dodaje punkt nieprawidłowo, czy też mój kod fizyki jest nieprawidłowy. Każda pomoc jest mile widziana. Dzięki.
import SpriteKit
import GameplayKit
struct PhysicsCategory {
static let player : UInt32 = 0x1 << 1
static let roof : UInt32 = 0x1 << 2
static let floor : UInt32 = 0x1 << 3
static let lowerObstacle : UInt32 = 0x1 << 4
static let upperObstacle : UInt32 = 0x1 << 5
static let scoreDetect : UInt32 = 0x1 << 6
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var bgColor = UIColor(red: 39/255, green: 41/255, blue: 56/255, alpha: 1.0)
var roof = SKSpriteNode()
var floor = SKSpriteNode()
var lowerObstacle = SKSpriteNode()
var upperObstacle = SKSpriteNode()
var player = SKSpriteNode()
var randomValue = Int()
var scoreDetect = SKSpriteNode()
var scoreLabel = SKLabelNode()
var scoreValue = Int()
var logo = SKSpriteNode()
var gameStarted = Bool()
override func didMove(to view: SKView) {
createPlayer()
createTiles()
createScoreLabel()
physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
backgroundColor = bgColor
let delay = SKAction.wait(forDuration: 3)
let repeatingAction = SKAction.run(repeatingSequence)
let sequence = SKAction.sequence([ delay, repeatingAction ])
run(SKAction.repeatForever(sequence))
}
// Random Selector For Obstacles
func randomSelector() -> Int {
let array = [1, 2, 3]
return Int(arc4random_uniform(UInt32(array.count)))
}
// Player Rules
func createPlayer() {
player = SKSpriteNode(imageNamed: "Player")
player.setScale(0.4)
player.position = CGPoint(x: -player.size.width, y: 0)
player.zPosition = 2
addChild(player)
player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: player.size)
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.contactTestBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.allowsRotation = false
player.physicsBody?.affectedByGravity = true
player.physicsBody?.isDynamic = false
}
// Create Background
func createTiles() {
roof = SKSpriteNode(imageNamed: "Roof")
roof.position = CGPoint(x: 0, y: self.frame.height / 2 - roof.size.height / 2)
roof.zPosition = 1
addChild(roof)
roof.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Roof"), size: roof.size)
roof.physicsBody?.categoryBitMask = PhysicsCategory.roof
roof.physicsBody?.collisionBitMask = PhysicsCategory.player
roof.physicsBody?.contactTestBitMask = PhysicsCategory.player
roof.physicsBody?.allowsRotation = false
roof.physicsBody?.affectedByGravity = false
roof.physicsBody?.isDynamic = false
floor = SKSpriteNode(imageNamed: "Floor")
floor.position = CGPoint(x: 0, y: -self.frame.height / 2)
floor.zPosition = 1
addChild(floor)
floor.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Floor"), size: floor.size)
floor.physicsBody?.categoryBitMask = PhysicsCategory.floor
floor.physicsBody?.collisionBitMask = PhysicsCategory.player
floor.physicsBody?.contactTestBitMask = PhysicsCategory.player
floor.physicsBody?.allowsRotation = false
floor.physicsBody?.affectedByGravity = false
floor.physicsBody?.isDynamic = false
}
// Obstacle Spawn Rules
func createObstacle() {
if (randomSelector() == 1) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 2 + 12)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height - 15)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
if (randomSelector() == 2) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.9)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.5)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.5 + 4)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.75 + 7)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
}
lowerObstacle.zPosition = 2
lowerObstacle.setScale(0.8)
lowerObstacle.physicsBody = SKPhysicsBody(rectangleOf: lowerObstacle.size)
lowerObstacle.physicsBody?.categoryBitMask = PhysicsCategory.lowerObstacle
lowerObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.allowsRotation = false
lowerObstacle.physicsBody?.affectedByGravity = false
lowerObstacle.physicsBody?.isDynamic = false
upperObstacle.zPosition = 2
upperObstacle.setScale(0.8)
upperObstacle.physicsBody = SKPhysicsBody(rectangleOf: upperObstacle.size)
upperObstacle.physicsBody?.categoryBitMask = PhysicsCategory.upperObstacle
upperObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.allowsRotation = false
upperObstacle.physicsBody?.affectedByGravity = false
upperObstacle.physicsBody?.isDynamic = false
scoreDetect.physicsBody?.categoryBitMask = PhysicsCategory.scoreDetect
scoreDetect.physicsBody?.collisionBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.contactTestBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.allowsRotation = false
scoreDetect.physicsBody?.affectedByGravity = false
scoreDetect.physicsBody?.isDynamic = false
addChild(lowerObstacle)
addChild(upperObstacle)
addChild(scoreDetect)
lowerObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
upperObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
scoreDetect.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
}
// Create Spawn and Move Sequence
func repeatingSequence() {
createObstacle()
let moveLowerObstacle = SKAction.moveBy(x: -self.frame.width - lowerObstacle.size.width * 2, y: 0, duration: 5)
lowerObstacle.run(moveLowerObstacle)
let moveUpperObstacle = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
upperObstacle.run(moveUpperObstacle)
let moveScoreDetect = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
scoreDetect.run(moveScoreDetect)
}
func createScoreLabel() {
scoreLabel = SKLabelNode(fontNamed: "Arial")
scoreLabel.fontSize = 22
scoreLabel.position = CGPoint(x: 305, y: -638)
scoreLabel.horizontalAlignmentMode = .center
scoreLabel.verticalAlignmentMode = .center
scoreLabel.text = "SCORE: (scoreValue)"
scoreLabel.fontColor = UIColor.white
scoreLabel.zPosition = 4
addChild(scoreLabel)
}
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == PhysicsCategory.scoreDetect && secondBody.categoryBitMask == PhysicsCategory.player || firstBody.categoryBitMask == PhysicsCategory.player && secondBody.categoryBitMask == PhysicsCategory.scoreDetect {
scoreValue += 1
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
player.physicsBody?.isDynamic = true
let impulse = CGVector(dx: 0, dy: 200)
player.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
player.physicsBody?.applyImpulse(impulse)
}
override func update(_ currentTime: TimeInterval) {
}
}
Odpowiedzi:
3 dla odpowiedzi № 1Prawidłowo aktualizujesz scoreValue
własność. Jednak musisz również zaktualizować to, co jest wyświetlane w pliku scoreLabel
zgodnie z nową wartością scoreValue
.
Więc wymień to
var scoreValue = Int()
z tym
var scoreValue = Int() {
didSet {
scoreLabel.text = self.scoreValue.description
}
}
Teraz za każdym razem scoreValue
zmiany, scoreLabel
jest aktualizowana automatycznie.