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每增加50点如何加速Sprite Kit游戏

更新时间:2023-02-01 20:13:14

快捷方式

您可以使用didSet属性观察器根据当前得分来更改游戏速度:

You can use didSet property observer to change the game speed based on the current score:

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++
    }

}

从文档中

didSet在存储新值后立即被调用.

didSet is called immediately after the new value is stored.

因此,在设置新分数之后,您应该立即更新gameSpeed变量.

So, immediately after the new score is set, you should update the gameSpeed variable.

Objective-C方式

在Objective-C中,没有这样的东西可以提供与Swift的didSet和willSet属性观察器完全相同的行为.但是还有其他方法,例如,您可以覆盖乐谱的设置器,例如:

In Objective-C there is no such a thing which can provide the exact same behaviour like Swift's didSet and willSet property observers. But there are another ways, for example you can override a score's setter, like this:

#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,我想您可以使用 KVO ,但由于简单起见,您可以覆盖设置器.或者,也许您可​​以制作一个自定义方法来增加得分,处理gameSpeed的更新逻辑并在必要时更新速度:

Or, I guess, you can do the same using KVO, but for your example because of simplicity, you can just override a setter. Or maybe you could just make a custom method which will increase the score, handle the gameSpeed's updating logic, and update the speed if necessary:

//Whenever the player scores, you will do this
[self updateScore: score];

因此,您将有一个附加的方法定义,与此相比,玩家得分时必须调用该方法(假设分数的设置器被覆盖):

So, you will have an additional method definition, which must be called when player scores, in compare to this (assuming that score's setter is overridden):

self.score = someScore; 

这完全取决于您.

希望这是有道理的,对您有所帮助!

Hope this make sense and it helps!

我将initWithSize:更改为initWithCoder,因为从sks加载场景时未调用initWithSize,这可能是您的操作方式,因为实际上是在Xcode 7中加载了场景默认情况下,该文件来自.sks文件.

I've changed the initWithSize: to initWithCoder, because initWithSize is not called when the scene is loaded from sks, which is probably how you are doing it, due to fact that in Xcode 7 scene is loaded by default from .sks file.