我需要使我的对象在屏幕上随机移动。当它们移动时,对象正在寻找一定半径范围内的另一个对象。
我找到了以下链接,并实现了getDuration函数。但是我和主题所有者有同样的毛病。我看到应该可以通过删除正在运行的操作来进行修复。
视频:https://www.youtube.com/watch?v = jHE5RC-mvwU
但是我现在已经尝试了几种解决方案,但是我无法使其工作。当我杀死动作时,我的物体停止移动。
有人可以告诉我,在moveToWaypoint中创建哪里杀死我的动作吗?我需要将对象移动到随机航点,但是如果特定对象进入半径范围内,则应为壁橱对象设置新的航点,然后重新开始操作。
码:
///Called in update method
func move(scene: GameplayScene) {
checkForWaypoint()
checkForFood(scene: scene)
moveToWaypoint()
}
///Creates a new waypoint
func createWaypoint() {
waypoint = CGPoint(x: randomBetweenNumbers(firstNum: minX, secondNum: maxX), y: randomBetweenNumbers(firstNum: minX, secondNum: maxX))
}
override func checkForFood(scene: GameplayScene) {
var closesObject: SKNode? = nil
scene.enumerateChildNodes(withName: "Food") {
node, _ in
let distance = node.position.distanceFromCGPoint(point: self.position)
if distance < self.FOOD_RANGE {
closesObject = node
}
}
if hungryState == HungryState.hungry {
if closesObject != nil {
waypoint = closesObject?.position
moveState = MoveState.movingToFood
} else {
if moveState == MoveState.movingToFood {
createWaypoint()
}
}
}
}
///Moves the object to the waypoint
func moveToWaypoint () {
let action = SKAction.move(to: waypoint!, duration: getDuration(pointA: position, pointB: waypoint!, speed: 25))
self.run(action)
}
///Calcuate a speed between to cordinates
private func getDuration(pointA:CGPoint,pointB:CGPoint,speed:CGFloat)-> TimeInterval {
let xDist = (pointB.x - pointA.x)
let yDist = (pointB.y - pointA.y)
let distance = sqrt((xDist * xDist) + (yDist * yDist));
let duration : TimeInterval = TimeInterval(distance/speed)
return duration
}
编辑:
来自Gamecene类的更新功能
override func update(_ currentTime: TimeInterval) {
moveFish()
}
private func moveFish() {
for node in self.children {
if node.name != nil {
switch node.name {
case "Fish"?:
let fishToMove = node as! Fish
fishToMove.move(scene: self)
default:
break
}
}
}
}
您要在此处解决的问题可以通过两种方式完成。首先是使用物理学,其次当然是没有物理学。我决定不使用物理学,因为这显然是您的工作方式。
简而言之,在这些示例中,鱼在SKAction
周围没有食物的情况下移动使用。当食物在范围内时,使用update:方法将鱼移至目标位置。当发现鱼吃了它时,它会继续在周围移动SKAction
。
同样,在此之前,还有一些我从Stackoverflow借来的有用的扩展,它们将来可能会有用:
import SpriteKit
import GameplayKit
//Extension borrowed from here : https://stackoverflow.com/a/40810305
extension ClosedRange where Bound : FloatingPoint {
public func random() -> Bound {
let range = self.upperBound - self.lowerBound
let randomValue = (Bound(arc4random_uniform(UINT32_MAX)) / Bound(UINT32_MAX)) * range + self.lowerBound
return randomValue
}
}
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint() -> CGPoint {
let origin = self.origin
return CGPoint(x:CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x,
y:CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
现在有一个像您一样的Fish类,它几乎没有方法,而一个物理身体仅用于检测食物和鱼之间的接触,但这全都是物理上的。这是Collider结构,以防您想知道如何定义它:
struct Collider{
static let food : UInt32 = 0x1 << 0
static let fish : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
}
现在回到Fish类...我已经在代码中添加了注释,因此我想不需要解释这些方法的作用。这是代码:
class Fish:SKSpriteNode{
private let kMovingAroundKey = "movingAround"
private let kFishSpeed:CGFloat = 4.5
private var swimmingSpeed:CGFloat = 100.0
private let sensorRadius:CGFloat = 100.0
private weak var food:SKSpriteNode! = nil //the food node that this fish currently chase
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
physicsBody = SKPhysicsBody(rectangleOf: size)
physicsBody?.affectedByGravity = false
physicsBody?.categoryBitMask = Collider.fish
physicsBody?.contactTestBitMask = Collider.food
physicsBody?.collisionBitMask = 0x0 //No collisions with fish, only contact detection
name = "fish"
let sensor = SKShapeNode(circleOfRadius: 100)
sensor.fillColor = .red
sensor.zPosition = -1
sensor.alpha = 0.1
addChild(sensor)
}
func getDistanceFromFood()->CGFloat? {
if let food = self.food {
return self.position.distance(point: food.position)
}
return nil
}
func lock(food:SKSpriteNode){
//We are chasing a food node at the moment
if let currentDistanceFromFood = self.getDistanceFromFood() {
if (currentDistanceFromFood > self.position.distance(point: food.position)){
//chase the closer food node
self.food = food
self.stopMovingAround()
}//else, continue chasing the last locked food node
//We are not chasing the food node at the moment
}else{
//go and chase then
if food.position.distance(point: self.position) <= self.sensorRadius {
self.food = food
self.stopMovingAround()
}
}
}
//Helper method. Not used currently. You can use this method to prevent chasing another (say closer) food while already chasing one
func isChasing(food:SKSpriteNode)->Bool{
if self.food != nil {
if self.food == food {
return true
}
}
return false
}
func stopMovingAround(){
if self.action(forKey: kMovingAroundKey) != nil{
removeAction(forKey: kMovingAroundKey)
}
}
//MARK: Chasing the food
//This method is called many times in a second
func chase(within rect:CGRect){
guard let food = self.food else {
if action(forKey: kMovingAroundKey) == nil {
self.moveAround(within: rect)
}
return
}
//Check if food is in the water
if rect.contains(food.frame.origin) {
//Take a detailed look in my Stackoverflow answer of how chasing works : https://stackoverflow.com/a/36235426
let dx = food.position.x - self.position.x
let dy = food.position.y - self.position.y
let angle = atan2(dy, dx)
let vx = cos(angle) * kFishSpeed
let vy = sin(angle) * kFishSpeed
position.x += vx
position.y += vy
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveAround(within rect:CGRect){
if scene != nil {
//Go randomly around the screen within view bounds
let point = rect.randomPoint()
//Formula: time = distance / speed
let duration = TimeInterval(point.distance(point: position) / self.swimmingSpeed)
let move = SKAction.move(to: point, duration: duration)
let block = SKAction.run {
[unowned self] in
self.moveAround(within: rect)
}
let loop = SKAction.sequence([move,block])
run(loop, withKey: kMovingAroundKey)
}
}
}
因此,基本上,有一些方法可以在不追逐食物的情况下移动鱼。还有一种方法可以停止此(无限)操作(SKAction)。最重要的方法是chase(rect:inner :)方法。该方法在场景的update()方法中调用,并定义鱼将(尝试)追捕食物的方式和时间。
现在,GameScene:
//MARK: GameScene
class GameScene: SKScene, SKPhysicsContactDelegate {
private var nodesForRemoval:[SKNode] = []
private var water = SKSpriteNode()
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0.0, dy: -0.5)
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
physicsBody?.categoryBitMask = Collider.wall
physicsBody?.contactTestBitMask = 0x0
physicsBody?.collisionBitMask = Collider.fish | Collider.food
self.backgroundColor = .white
//Water setup
water = SKSpriteNode(color: .blue, size: CGSize(width: frame.width, height: frame.height - 150))
water.position = CGPoint(x: 0, y: -75)
water.alpha = 0.3
addChild(water)
water.zPosition = 4
//Fish one
let fish = Fish(texture: nil, color: .black, size:CGSize(width: 20, height: 20))
addChild(fish)
fish.position = CGPoint(x: frame.midX-50, y: frame.minY + 100)
fish.zPosition = 5
fish.moveAround(within: water.frame)
//Fish two
let fish2 = Fish(texture: nil, color: .black, size:CGSize(width: 20, height: 20))
addChild(fish2)
fish2.position = CGPoint(x: frame.midX+50, y: frame.minY + 100)
fish2.zPosition = 5
fish2.moveAround(within: water.frame)
}
func feed(at position:CGPoint, with food:SKSpriteNode){
food.position = CGPoint(x: position.x, y: frame.size.height/2 - food.frame.size.height)
addChild(food)
}
//MARK: Food factory :)
func getFood()->SKSpriteNode{
let food = SKSpriteNode(color: .purple, size: CGSize(width: 10, height: 10))
food.physicsBody = SKPhysicsBody(rectangleOf: food.frame.size)
food.physicsBody?.affectedByGravity = true
food.physicsBody?.categoryBitMask = Collider.food
food.physicsBody?.contactTestBitMask = Collider.fish
food.physicsBody?.collisionBitMask = Collider.wall
food.physicsBody?.linearDamping = (0.1 ... 0.95).random()
food.name = "food"
return food
}
//MARK: Feeding
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
let food = getFood()
feed(at: location, with: food)
}
}
//MARK: Eating
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
//Contact between fish and a food
case Collider.fish | Collider.food:
if let food = (contact.bodyA.categoryBitMask == Collider.food ? nodeA : nodeB) as? SKSpriteNode
{
self.nodesForRemoval.append(food)
}
default:
//some unknown contact occurred
break
}
}
//MARK: Removing unneeded nodes
override func didSimulatePhysics() {
for node in self.nodesForRemoval {
node.removeFromParent()
}
self.nodesForRemoval.removeAll()
}
//MARK: Chasing the food
override func update(_ currentTime: TimeInterval) {
self.enumerateChildNodes(withName: "fish") {
[unowned self] node, stop in
if let fish = node as? Fish {
self.enumerateChildNodes(withName: "food") {
node, stop in
fish.lock(food: node as! SKSpriteNode)
}
fish.chase(within: self.water.frame)
}
}
}
}
就是这样。在这里,我们设置节点,解决接触检测并告诉哪条鱼应该追逐哪个食物节点。我留下了评论,所以一切都在那里。我希望方法几乎可以自我解释,但是您当然可以向我询问有关事情运作方式的详细信息。
以下是有关其工作原理的简短视频:
和更长的版本,因为我只能上传两个2 MB:屏幕录像
基本上,如果鱼不在其定义范围内,则鱼不会追逐它。不过,鱼会追逐锁定的节点,直到吃掉它为止。但是,如果还有其他更接近的食物,鱼将追逐该食物节点。当然,这不是必须的,您可以根据自己的喜好(检查isChasing:
)方法进行调整。
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