我正在创建一个游戏,玩家将使用加速度计X轴控制下降的精灵,并在用户点击屏幕时添加脉冲。在我当前的代码中,当我运行游戏时,它可以正常运行,然后一旦玩家死亡并再次尝试,则精灵会发疯,只是飞过屏幕。有人可以帮忙吗...
class PlayScene: SKScene, SKPhysicsContactDelegate {
var score = 0
var scoreLabel = SKLabelNode()
var gameOverLabel = SKLabelNode()
var labelHolder = SKSpriteNode()
var background = SKSpriteNode()
let playerGroup:UInt32 = 1
let objectGroup:UInt32 = 2
let gapGroup:UInt32 = 0 << 3
let boundary:UInt32 = 4
var movingObjects = SKNode()
var motionManager = CMMotionManager()
var destX:CGFloat = 0.0
var gameOver = 0
var currentX: CGFloat?
let greenPlayer = SKSpriteNode(imageNamed: "Image/Players/greenPlayer.png")
override func didMoveToView(view: SKView) {
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsWorld.contactDelegate = self
self.physicsBody!.friction = 0
self.physicsWorld.gravity = CGVectorMake(-0.0, -0.8)
self.addChild(labelHolder)
scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height - 140)
scoreLabel.zPosition = 10
self.addChild(scoreLabel)
//self.physicsWorld.contactDelegate = self
self.addChild(movingObjects)
let backgroundTexture = SKTexture(imageNamed: "Image/TempBG.png")
background=SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
background.size.width = self.frame.width
background.zPosition = 0
self.addChild(background)
greenPlayer.physicsBody = SKPhysicsBody(circleOfRadius: greenPlayer.size.height/2)
greenPlayer.physicsBody?.dynamic = true
greenPlayer.physicsBody?.allowsRotation = false
greenPlayer.physicsBody?.categoryBitMask = playerGroup
greenPlayer.physicsBody?.collisionBitMask = objectGroup
greenPlayer.physicsBody?.contactTestBitMask = objectGroup
greenPlayer.physicsBody?.collisionBitMask = gapGroup
greenPlayer.physicsBody?.collisionBitMask = boundary
//self.greenPlayer.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.greenPlayer.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
greenPlayer.zPosition = 5
self.addChild(greenPlayer)
currentX = self.greenPlayer.position.x
//if motionManager.accelerometerAvailable == true {
motionManager.startAccelerometerUpdatesToQueue(NSOperationQueue.currentQueue()!, withHandler:{ data, error in
if data!.acceleration.x < 0 {
self.destX = self.currentX! + CGFloat(data!.acceleration.x * 1000)
}
else if data!.acceleration.x > 0 {
self.destX = self.currentX! + CGFloat(data!.acceleration.x * 1000)
}
})
NSTimer.scheduledTimerWithTimeInterval(2, target: self, selector: Selector("makeDodges"), userInfo: nil, repeats: true)
}
func makeDodges() {
if(gameOver == 0){
let gapWidth = greenPlayer.size.width * 3
let movementAmount = arc4random() % UInt32(self.frame.size.width / 2)
let dodgeOffSet = CGFloat(movementAmount) - (self.frame.size.width / 4)
let moveDodges = SKAction.moveByX(0, y: self.frame.size.height * 2, duration: NSTimeInterval(self.frame.size.height / 100))
let removeDodges = SKAction.removeFromParent()
let moveAndRemoveDodges = SKAction.sequence([moveDodges, removeDodges])
let dodge1Texture = SKTexture(imageNamed: "Image/Dodge.png")
let dodge1 = SKSpriteNode(texture: dodge1Texture)
dodge1.position = CGPoint(x: CGRectGetMidX(self.frame) + dodge1.size.width/2 + gapWidth/2 + dodgeOffSet, y: CGRectGetMidY(self.frame) - self.frame.size.height)
dodge1.runAction(moveDodges)
dodge1.physicsBody = SKPhysicsBody(rectangleOfSize: dodge1.size)
dodge1.physicsBody?.dynamic = false
dodge1.physicsBody?.categoryBitMask = objectGroup
dodge1.zPosition = 10
movingObjects.addChild(dodge1)
let dodge2Texture = SKTexture(imageNamed: "Image/Dodge.png")
let dodge2 = SKSpriteNode(texture: dodge2Texture)
dodge2.position = CGPoint(x: CGRectGetMidX(self.frame) - dodge2.size.width/2 - gapWidth/2 + dodgeOffSet , y: CGRectGetMidY(self.frame) - self.frame.size.height)
dodge2.runAction(moveDodges)
dodge2.physicsBody = SKPhysicsBody(rectangleOfSize: dodge2.size)
dodge2.physicsBody?.dynamic = false
dodge2.physicsBody?.categoryBitMask = objectGroup
dodge2.zPosition = 10
movingObjects.addChild(dodge2)
let gap = SKNode()
gap.position = CGPoint(x: CGRectGetMidX(self.frame) + dodgeOffSet , y: CGRectGetMidY(self.frame) - self.frame.size.height)
gap.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(dodge1.size.height, gapWidth))
gap.runAction(moveAndRemoveDodges)
gap.physicsBody?.dynamic = false
gap.physicsBody?.collisionBitMask = gapGroup
gap.physicsBody?.categoryBitMask = gapGroup
gap.physicsBody?.contactTestBitMask = playerGroup
movingObjects.addChild(gap)
}
}
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == gapGroup || contact.bodyB.categoryBitMask == gapGroup {
score++
print(score)
scoreLabel.text = "\(score)"
} else {
if gameOver == 0 {
gameOver = 1
movingObjects.speed = 0
let scene:SKScene = GameScene(size: self.frame.size)
scene.scaleMode = .AspectFill
let transition:SKTransition = SKTransition.fadeWithDuration(2)
self.view?.presentScene(scene, transition: transition)
}
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if(gameOver == 0) {
greenPlayer.physicsBody?.velocity = CGVectorMake(0, 0)
greenPlayer.physicsBody?.applyImpulse(CGVectorMake(0, 50))
} else {
score = 0
scoreLabel.text = "0"
movingObjects.removeAllChildren()
self.greenPlayer.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
greenPlayer.physicsBody?.velocity = CGVectorMake(0, 0)
labelHolder.removeAllChildren()
gameOver = 0
movingObjects.speed = 1
currentX = CGRectGetMidX(self.frame)
}
}
override func update(currentTime: CFTimeInterval) {
let action = SKAction.moveToX(destX, duration: 1)
self.greenPlayer.runAction(action)
}
}
最佳答案
您永远都不会停止并删除旧的运动管理器队列,因此您的旧场景将永远不会消失,从而导致您的问题。
在要销毁旧场景的位置添加motionManager.stopAccelerometerUpdates();motionManager = nil;
。如果不销毁旧场景,而只是重置数据,则在要重置场景的位置添加motionManager.stopAccelerometerUpdates();
。