嗨。
我在Sprite Kit中遇到了一个奇怪的问题。在调用跳跃方法时,我使用nodeAtPoint
和categoryBitMask
来检测玩家是否触碰地面。
一切都按照预期运行。但是,为了在抽屉中显示一些可选按钮,当我使用SKAction moveTo:CGPoint
移动父节点(我将地面和玩家都作为SKNode
的子节点),玩家就不会跳跃。我NSLog pointBelowPlayer
,它与之前相同,但是blockNode.physicsBody
为空!这可能是Sprite Kit中的一个错误,还是我对继承和位置的基础知识缺失?
跳跃方法:
-(void)playerJump {
// Player jump if on ground
CGPoint pointBelowPlayer = CGPointMake(_player.position.x, _player.position.y-_player.size.height);
SKNode *blockNode = [self nodeAtPoint:pointBelowPlayer];
if (blockNode.physicsBody.categoryBitMask == groundCategory){
[_player.physicsBody applyImpulse:CGVectorMake(0, 120.0f)];
}
}
移动父节点的方法:
-(void)toggleDrawer {
if (bDrawerVisible) {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 0) duration:1]];
bDrawerVisible = false;
} else {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 200) duration:1]];
bDrawerVisible = true;
}
}
创建SpriteNodes:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
_actionLayer = [SKNode new];
_player = [self createPlayer];
[_actionLayer addChild:_player];
_ground = [self createGround];
[_actionLayer addChild:_ground];
}
-(SKSpriteNode *)createPlayer {
SKSpriteNode *player = [SKSpriteNode spriteNodeWithImageNamed:@"redSquare.png"];
player.name = @"player";
player.scale = 0.5;
player.position = CGPointMake(screenWidth/3, player.size.height*2);
player.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:player.size];
player.physicsBody.categoryBitMask = playerCategory;
player.physicsBody.collisionBitMask = groundCategory;
player.physicsBody.contactTestBitMask = noteCategory;
return player;
}
-(SKSpriteNode *)createGround {
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:@"ground.png"];
ground.name = @"ground";
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.dynamic = NO;
ground.physicsBody.categoryBitMask = groundCategory;
ground.physicsBody.collisionBitMask = playerCategory;
ground.xScale = screenWidth/ground.size.width;;
ground.position = CGPointMake(self.size.width/2, 0);
return ground;
}