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ios - Sprite Kit 所有对象仅出现在屏幕的右半部分

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菜鸟教程小白 发表于 2022-12-11 20:21:36 | 显示全部楼层 |阅读模式 打印 上一主题 下一主题

您好,我不是一个经验丰富的 ios 应用程序开发人员,我正在使用表情符号创建这个太空游戏,但是所有内容都在屏幕中间生成,当我使用加速度计移动玩家时,如果它正确的话消失,但如果我向左倾斜它会消失并从右循环返回,我该如何解决这个问题并为我的游戏 View 添加边框??

这是我的模拟器的截图 In this screenshot, it shows how the emojis only spawn on the right half of the screen, and the player can't get to the left half either

import SpriteKit
import GameplayKit
import CoreMotion

class GameScene: SKScene, SKPhysicsContactDelegate {
    var player:SKSpriteNode!
    var emojis = ["emoji1","emoji2", "emoji3", "emoji4", "emoji5"]
    var stars:SKEmitterNode!
    var scoreLabal: SKLabelNode!
    var score: Int = 0 {
        didSet {
            scoreLabal.text = "Score: \(score)"
        }
    }
    var gameTimer: Timer!
    let emojiCatagory: UInt32 = 0x1 << 1
    let photonTorpedoCatagory: UInt32 = 0x1 << 0
    let motionManger = CMMotionManager()
    var xAcceleration:CGFloat = 0
    override func sceneDidLoad() {




        stars = SKEmitterNode(fileNamed: "Starfield")
        stars.position = CGPoint(x: 0, y: 1472)
        stars.advanceSimulationTime(10)
        self.addChild(stars)
        player = SKSpriteNode(imageNamed: "Gun")


        player.position = CGPoint(x: self.frame.size.width / 32, y: (0 - (self.frame.size.height - player.size.height ) ) / 2 )
        print("The current deviec's screen height is \(self.frame.height), and the current device's width is \(self.frame.size.width) and the player's position is \(player.position)")


        self.addChild(player)

        self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
        self.physicsWorld.contactDelegate = self
        scoreLabal = SKLabelNode(text: "Score: 0")
        scoreLabal.position = CGPoint(xself.frame.size.width - scoreLabal.frame.size.width ) / 2 - 20 , y: (self.frame.size.height - scoreLabal.frame.size.height ) / 2  - 20 )
        scoreLabal.fontName = "Symbol"
        scoreLabal.fontColor = .white
        scoreLabal.fontSize = 36
        score = 0
        self.addChild(scoreLabal)


        gameTimer = Timer.scheduledTimer(timeInterval: 0.75, target: self, selector: #selector(setEmoji), userInfo: nil, repeats: true)



         motionManger.accelerometerUpdateInterval = 0.2
        motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data:CMAccelerometerData?, error:Error?) in
            if let accelerometerData = data {
                let acceleration = accelerometerData.acceleration
                self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
            }

        }
    }
    @objc func setEmoji() {
        emojis = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: emojis) as! [String]
        let emoji = SKSpriteNode(imageNamed: emojis[0])
        let randomPosition = GKRandomDistribution(lowestValue: 0, highestValue: Int(self.view!.bounds.width))
        print("this is the self . view", self.view!.bounds.width)
        print("this is the self the frame", self.frame.size.width)
        let position = CGFloat(randomPosition.nextInt())
        emoji.position = CGPoint(x: position, y: self.view!.bounds.height + emoji.size.height)
        emoji.physicsBody = SKPhysicsBody(rectangleOf: emoji.size)
        emoji.physicsBody?.isDynamic = true
        emoji.physicsBody?.categoryBitMask = emojiCatagory
        emoji.physicsBody?.contactTestBitMask = photonTorpedoCatagory
        emoji.physicsBody?.collisionBitMask = 0
        self.addChild(emoji)
        let animationduration = 5
        var acctionArray = [SKAction]()
        acctionArray.append(SKAction.move(to: CGPoint(x: position, y: (0 - (self.frame.size.height) ) / 2 ), duration: TimeInterval(animationduration)))

        acctionArray.append(SKAction.removeFromParent())
        emoji.run(SKAction.sequence(acctionArray))
    }


    func fireTorpedo(soundFileName: String, positionOf: CGPoint) {


        self.run(SKAction.playSoundFileNamed(soundFileName, waitForCompletion: false))
        let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
        torpedoNode.position = player.position
        torpedoNode.position.y += 5
        torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
        torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCatagory
        torpedoNode.physicsBody?.contactTestBitMask = emojiCatagory
        torpedoNode.physicsBody?.collisionBitMask = 0
        self.addChild(torpedoNode)
        let animationDuration = 0.3
        var acctionArray = [SKAction]()
        acctionArray.append(SKAction.move(to: CGPoint(x: positionOf.x , y: self.frame.size.height + 10 ), duration: TimeInterval(animationDuration)))
        print("positionOf.x value = \(positionOf.x)")
        print("positionOf value = \(positionOf)")
        print("positionOf.y value = \(positionOf.y)")

        acctionArray.append(SKAction.removeFromParent())
        torpedoNode.run(SKAction.sequence(acctionArray))



    }



    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        if let touch = touches.first {
            let PositionOfTouch = touch.location(in: view)
        }
        let PositionOfTouches = touches.first?.location(in: view)
        fireTorpedo(soundFileName: "torpedo1", positionOf: PositionOfTouches!)
    }
    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        if let touch = touches.first {
            let PositionOfTouch = touch.location(in: view)
        }
        if score > 100 && score < 200 {
                    let PositionOfTouches = touches.first?.location(in: view)
            fireTorpedo(soundFileName: "torpedo2", positionOf: PositionOfTouches!)
    }
    }



    func torpedoCollideWithEmoji (torpedoNode: SKSpriteNode, emojiNode: SKSpriteNode) {
        let explosion = SKEmitterNode(fileNamed: "Explosion")!
        explosion.position = emojiNode.position
        self.addChild(explosion)
        torpedoNode.removeFromParent()
        emojiNode.removeFromParent()
        self.run(SKAction.wait(forDuration: 2)) {
            explosion.removeFromParent()
        }

    score += 5
    }

    override func didSimulatePhysics() {
        player.position.x += xAcceleration * 50


        if player.position.x < -20 {
            player.position = CGPoint(x: self.size.width, y: player.position.y)
        } else if player.position.x > self.size.width * 20 {
            player.position = CGPoint(x:  -20,y: player.position.y )
        }
    }




    func didBegin(_ contact: SKPhysicsContact) {
        var firstBody: SKPhysicsBody
        var secondBody: SKPhysicsBody

        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
            firstBody = contact.bodyA
            secondBody = contact.bodyB
        }else {
            secondBody = contact.bodyA
            firstBody = contact.bodyB
        }

        if (firstBody.categoryBitMask & photonTorpedoCatagory) != 0 && (secondBody.categoryBitMask & emojiCatagory ) != 0 {
            torpedoCollideWithEmoji(torpedoNode: firstBody.node as! SKSpriteNode, emojiNode: secondBody.node as! SKSpriteNode)
        }
    }


    override func update(_ currentTime: TimeInterval) {

}

}



Best Answer-推荐答案


你应该这样做给 View 添加一个边框:

// 1
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
// 2
borderBody.friction = 0
// 3
self.physicsBody = borderBody

关于ios - Sprite Kit 所有对象仅出现在屏幕的右半部分,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51340877/

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