我正在制作一个2D游戏与雪碧套件,我需要添加一个方法,以加快游戏后,每50分。
我想出了一种按需要增加速度的方法,但我必须复制、粘贴和调整更新方法中的if语句,使其每增加50个点。
我的解决方案的另一个问题是,我必须在加速后给我的积分加分,因为如果没有,游戏就会完全加速,尽管我不知道为什么。
到目前为止,我的解决方案如下:
// inside the update method
// points are added when an enemy is destroyed
// pointSpeed is the float variable that is used to change positions
if (points == 4) {
pointSpeed++;
points++;
}
if (points == 8) {
pointSpeed++;
points++;
}
if (points == 12) {
pointSpeed++;
points++;
}我想要实现这个功能,而不需要手动完成所有的增量,也不需要游戏加速而不增加点数。
发布于 2016-01-17 17:04:10
Swift way
您可以使用didSet属性观察者根据当前分数更改游戏速度:
import SpriteKit
class GameScene: SKScene {
var score:Int = 0 {
didSet{
if score % 10 == 0 {
gameSpeed += 0.5
}
label.text = "Score : \(score), Speed : \(gameSpeed)"
}
}
var gameSpeed:Double = 1.0
var label:SKLabelNode = SKLabelNode(fontNamed: "ArialMT")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
label.text = "Score : \(score), Speed : \(gameSpeed)"
label.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidX(frame))
label.fontSize = 18
addChild(label)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
score++
}
}从医生那里:
在存储新值之后立即调用didSet。
因此,在设置新分数之后,应该立即更新gameSpeed变量。
目标-C路
在Objective中,不存在像Swift的didSet和willSet属性观察者那样提供完全相同行为的东西。但是还有另外一种方法,例如,您可以重写一个得分的设置器,如下所示:
#import "GameScene.h"
@interface GameScene()
@property(nonatomic, strong) SKLabelNode *label;
@property(nonatomic, assign) NSUInteger score;
@property(nonatomic, assign) double gameSpeed;
@end
@implementation GameScene
-(instancetype)initWithCoder:(NSCoder *)aDecoder{
NSLog(@"Scene's initWithSize: called");
if(self = [super initWithCoder:aDecoder]){
/*
Instance variables in Obj-C should be used only while initialization, deallocation or when overriding accessor methods.
Otherwise, you should use accessor methods (eg. through properties).
*/
_gameSpeed = 1;
_score = 0;
NSLog(@"Variables initialized successfully");
}
return self;
}
-(void)didMoveToView:(SKView *)view {
self.label = [SKLabelNode labelNodeWithFontNamed:@"ArialMT"];
self.label.fontSize = 18;
self.label.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
self.label.text = [NSString stringWithFormat:@"Score : %lu, Speed %f", self.score, self.gameSpeed];
[self addChild:self.label];
}
//Overriding an actual setter, so when score is changed, the game speed will change accordingly
-(void)setScore:(NSUInteger)score{
/*
Make sure that you don't do assigment like this, self.score = score, but rather _score = score
because self.score = somevalue, is an actual setter call - [self setScore:score]; and it will create an infinite recursive call.
*/
_score = score;
if(_score % 10 == 0){
self.gameSpeed += 0.5;
}
// Here, it is safe to to write something like self.score, because you call the getter.
self.label.text = [NSString stringWithFormat:@"Score : %lu, Speed %f", self.score, self.gameSpeed];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
self.score++;
}
@end或者,我想,您也可以使用KVO进行同样的操作,但是对于您的示例来说,由于简单,您可以只覆盖一个setter。或者,您可以创建一个自定义方法,它将提高得分,处理游戏速度的更新逻辑,并在必要时更新速度:
//Whenever the player scores, you will do this
[self updateScore: score];因此,您将有一个额外的方法定义,与此相比,必须在牌手得分时调用它(假设score的设置器被覆盖):
self.score = someScore; 这真的取决于你。
希望这是有意义的,它有帮助!
编辑:
我已经将initWithSize:更改为initWithCoder,因为当场景从sks加载时没有调用initWithSize,这可能就是您这样做的方式,因为在Xcode 7场景中,默认情况下从.sks文件加载场景。
https://stackoverflow.com/questions/34840157
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