必填:首次编写应用程序,相关代码如下。我的代码主要按照我希望的方式运行,但没有实现动态对象跟踪的目标。
我正在使用Swift和Scenekit构建一个简单的益智游戏,类似于3D版本的Candy Crush。
我有一个class Cube
那个extends SCNNode
。初始化时,此类将随机绘制一个5x5的SCNBoxes
立方体,每个方框为红色,绿色或蓝色(方框的所有6面均为1种颜色)。
该游戏的目标是通过删除相似颜色的SCNBoxes的“链”来获得最高分数。卸下链条后,立方体应识别重力并掉落以填充由卸下的链条造成的空隙。这是我需要动态跟踪位置的地方。当立方体掉入空隙中时,它们的邻居会发生变化。
我的方法:构建具有属性struct CubeDetails
和var color: String
的var location: SCNVector3
。接下来,构建具有所有1种颜色的多维数据集的字典masterCubeDict = [SCNNode: CubeDetails]
(颜色由hittestresult提供)。
每次用户点击一个多维数据集时,获取其颜色,刷新masterCubeDict,然后在SCNVector3位置上使用数学运算来确定哪些多维数据集是相邻的多维数据集。
我认为我要使用scnvector3上的数学算法来查找“多维数据集邻居”的算法。场景套件节点必须有一种更好的方式来相互标识/查找,对不对?
另外-我希望立方体的物理性质让它们掉落并且完全没有弹跳/滑动。它们只能直线向上/向下移动。碰撞永远不会发生。我以为我可以通过摩擦,恢复和立方体质量适当地实现这一点,但我没有得到想要的结果。class Cube
import SceneKit
class Cube : SCNNode {
let cubeWidth:Float = 0.95
let spaceBetweenCubes:Float = 0.05
var cubecolor:UIColor = UIColor.black
var masterCubeDict: [SCNNode: CubeDetails] = [:]
struct CubeDetails {
var color:String
var position:SCNVector3
}
override init() {
super.init()
let cubeOffsetDistance = self.cubeOffsetDistance()
var cubeColorString: String = ""
var xPos:Float = -cubeOffsetDistance
var yPos:Float = -cubeOffsetDistance
var zPos:Float = -cubeOffsetDistance
let xFloor:Float = -1.5
let yFloor:Float = -1.5
let zFloor:Float = -1.5
let floorGeo = SCNBox(width: 20, height: 0, length: 20, chamferRadius: 0)
let floor = SCNNode(geometry: floorGeo)
floor.position = SCNVector3(x: xFloor, y: yFloor, z: zFloor)
floor.name = "floor"
floor.opacity = 0.0
floor.physicsBody = SCNPhysicsBody(type: .kinematic, shape: nil)
floor.physicsBody?.collisionBitMask = 1
floor.physicsBody?.friction = 1.0
self.addChildNode(floor)
for _ in 0..<5 {
for _ in 0..<5 {
for _ in 0..<5 {
let cubeGeometry = SCNBox(width: CGFloat(cubeWidth), height: CGFloat(cubeWidth), length: CGFloat(cubeWidth), chamferRadius: 0)
let material = SCNMaterial()
material.diffuse.contents = randomColor()
//unwrap material (type any) and cast to uicolor for switch
if let unwrapColor: UIColor = material.diffuse.contents as? UIColor {
switch unwrapColor {
case UIColor.red:
cubeColorString = "red"
case UIColor.green:
cubeColorString = "green"
case UIColor.blue:
cubeColorString = "blue"
default:
cubeColorString = "black"
}
} else { print("Error unwrapping color") }
cubeGeometry.materials = [material, material, material, material, material, material]
let cube = SCNNode(geometry: cubeGeometry)
cube.name = cubeColorString
cube.physicsBody = SCNPhysicsBody(type: .dynamic, shape: nil)
cube.physicsBody?.restitution = 0.0
cube.physicsBody?.isAffectedByGravity = true
cube.physicsBody?.mass = 25.0
cube.physicsBody?.friction = 1.0
cube.physicsBody?.collisionBitMask = 1
cube.position = SCNVector3(x: xPos, y: yPos, z: zPos)
let details = CubeDetails(color: cubeColorString, position: cube.position)
//add cube details to the master dict
masterCubeDict[cube] = details
//print(masterCubeDict)
xPos += cubeWidth + spaceBetweenCubes
self.addChildNode(cube)
}
xPos = -cubeOffsetDistance
yPos += cubeWidth + spaceBetweenCubes
}
xPos = -cubeOffsetDistance
yPos = -cubeOffsetDistance
zPos += cubeWidth + spaceBetweenCubes
}
}
private func cubeOffsetDistance()->Float {
return (cubeWidth + spaceBetweenCubes) / 2
}
private func randomColor() -> UIColor{
var tmpColor: UIColor
let num = Int.random(in:0...2)
switch num {
case 0:
tmpColor = UIColor.red
case 1:
tmpColor = UIColor.blue
case 2:
tmpColor = UIColor.green
default:
tmpColor = UIColor.black
}
return tmpColor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
GameViewController
import UIKit
import QuartzCore
import SceneKit
var myMasterCubeDict: [SCNNode: Cube.CubeDetails] = [:]
class GameViewController: UIViewController {
let gameCube = Cube()
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
// let scene = SCNScene(named: "art.scnassets/ship.scn")!
let scene = SCNScene()
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 2, y: 0, z: 20)
// create and add a light to the scene
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = .omni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
// create and add an ambient light to the scene
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = .ambient
ambientLightNode.light!.color = UIColor.darkGray
scene.rootNode.addChildNode(ambientLightNode)
// init cube
myMasterCubeDict = gameCube.masterCubeDict
scene.rootNode.addChildNode(gameCube)
// retrieve the SCNView
let scnView = self.view as! SCNView
// set the scene to the view
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
@objc
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as! SCNView
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
//get dict of same-color node
var dictOfSameColor = findAndReturnChain(boi: result.node)
// print(dictOfSameColor)
var finalNodes: [SCNNode] = [result.node]
var resFlag = 1
repeat {
var xSame: Bool = false
var ySame: Bool = false
var zSame: Bool = false
resFlag = 0
for node in finalNodes {
// var nodeX = node.position.x
for (key, value) in dictOfSameColor {
if(abs(node.position.x - value.position.x) < 0.7) {
xSame = true
}
if(abs(node.position.y - value.position.y) < 0.7) {
ySame = true
}
if(abs(node.position.z - value.position.z) < 0.7) {
zSame = true
}
//print("X-val: \(xDif) \nY-val: \(yDif) \nZ-val: \(zDif) \nColor: \(key.name) \n\n\n\n")
if (xSame && ySame ) {
if !(zSame) {
if (abs((node.position.z-value.position.z)) < 2) {
finalNodes.append(key)
dictOfSameColor.removeValue(forKey: key)
resFlag = 1
}
}
}
if (xSame && zSame) {
if !(ySame) {
if (abs((node.position.y-value.position.y)) < 2) {
finalNodes.append(key)
dictOfSameColor.removeValue(forKey: key)
resFlag = 1
}
}
}
if (ySame && zSame) {
if !(xSame) {
if (abs((node.position.x-value.position.x)) < 2) {
finalNodes.append(key)
dictOfSameColor.removeValue(forKey: key)
resFlag = 1
}
}
}
xSame = false
ySame = false
zSame = false
}
}
//print(finalNodes)
} while resFlag == 1
//print(finalNodes)
for node in finalNodes {
if node.name != "floor" {
node.removeFromParentNode()
}
}
//IMPLEMENT: Reset dicts to current state of the cube
myMasterCubeDict = updateMasterCubeDict(cube: gameCube)
dictOfSameColor.removeAll()
}
}
func findAndReturnChain(boi: SCNNode) -> [SCNNode:Cube.CubeDetails] {
var ret: [SCNNode:Cube.CubeDetails] = [:]
//find cubes with the same color
for (key, value) in myMasterCubeDict {
if value.color == boi.name {
ret[key] = value
}
}
return ret
}
func updateMasterCubeDict(cube: Cube) -> [SCNNode:Cube.CubeDetails] {
myMasterCubeDict.removeAll()
var newNode: SCNNode = SCNNode()
var newDetails = Cube.CubeDetails(color: "", position: SCNVector3Zero)
cube.enumerateChildNodes { (cube, stop) in
newNode = cube
if let newName = cube.name {
newDetails.color = newName
}
newDetails.position = cube.position
myMasterCubeDict[newNode] = newDetails
}
return myMasterCubeDict
}
override var shouldAutorotate: Bool {
return true
}
override var prefersStatusBarHidden: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
}
最佳答案
我做了这样的游戏。您可能可以使数学起作用,但我的方法是映射每个节点并拥有一个包含其相邻节点的数组。这样,我确定当我删除一个节点并遍历其相邻的[array]节点时,便可以得到正确的节点。
我不对SCNNodes进行子类化-有些确实这样做,但是我创建了我想要的包含有关节点信息的类-我将该节点添加到Scenekit中,这将实际的节点与我可能要对该类进行的其他工作分开。有些节点有很多细节,我可能要分别管理(多个粒子系统,运动等)。然后,我只是将节点的类保留在数组中,每个类都可以直接访问它自己的节点。
抱歉-我不知道弹跳,物理引擎有很多选择。