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所以对于我的游戏,我将多个精灵添加到一个数组中,我添加的精灵越多,我的游戏开始运行的速度就越快?我想我的问题是,添加这样的精灵然后在 for 循环中调用它们的属性会产生问题吗?或者是其他地方的问题。我发现添加更多“地面”精灵会增加跳跃高度、移动速度和滚动速度。我应该切换到平铺来解决这个问题吗?

 CCSprite *ground = [CCSprite spriteWithFile:@"testlevel 5.png"];
            [ground setPosition:ccp(520, 10)];
            [ground setScale:1.0];
            //[ground setScaleX:(2 * ground.contentSize.width)];
            [self addChild:ground z:0];
            [boxes addObject:ground];

            ground = [CCSprite spriteWithFile:@"testlevel 4.png"];
            [ground setPosition:ccp(ground.contentSize.width/2 +400, -50)];
            [ground setScale:1.0];
            //[ground setScaleX:(2 * ground.contentSize.width)];
            [self addChild:ground z:0];
            [boxes addObject:ground];

            ground = [CCSprite spriteWithFile:@"testlevel 3.png"];
            [ground setPosition:ccp(ground.contentSize.width/2 +280, -10)];
            [ground setScale:1.0];
            //[ground setScaleX:(2 * ground.contentSize.width)];
            [self addChild:ground z:0];
            [boxes addObject:ground];

上面的部分是我将图像添加到数组的地方,当我想检查我的角色精灵和地面之间的交叉点时,我使用这样的 for 循环:

gravity -= 2 ;


for(CCSprite *ground in boxes){

    if(CGRectIntersectsRect(_character.boundingBox, ground.boundingBox) && !jump && (_character.position.y > ground.position.y + ground.contentSize.height/2 -20) && _character.position.x > ground.position.x - ground.contentSize.width/2 && facingLeft)
    {
        _character.position = ccp(_character.position.x, ground.position.y + ground.contentSize.height/2 + _character.contentSize.height/2-.001);
        falling = NO;
        onGround = YES; 
        gravity = 0;
        if(!_moving){
            [_character setDisplayFrame:
             [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: @"1-1.png"] ];
        }
    }

    else  if(CGRectIntersectsRect(_character.boundingBox, ground.boundingBox) && !jump && (_character.position.y > ground.position.y + ground.contentSize.height/2-20) && _character.position.x < ground.position.x + ground.contentSize.width/2 && !facingLeft)
    {
        _character.position = ccp(_character.position.x, ground.position.y + ground.contentSize.height/2 + _character.contentSize.height/2-.001);
        falling = NO;
        onGround = YES;
        gravity = 0;
        if(!_moving){
            [_character setDisplayFrame:
             [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: @"1-1.png"] ];
        }
    }

    else if(CGRectIntersectsRect(_character.boundingBox, ground.boundingBox) && (targetX <= 0) && (_character.position.y +_character.contentSize.height < ground.position.y + ground.contentSize.height) && (_character.position.x > ground.position.x) && (gp.isControlling && (gp.controlQuadrant == 2 || gp.controlQuadrant == 3)))
    {
        backgroundX = 0;
        targetX = 0;

    }
    else if(CGRectIntersectsRect(_character.boundingBox, ground.boundingBox) && (_character.position.y +_character.contentSize.height < ground.position.y + ground.contentSize.height) && (_character.position.x < ground.position.x) && (gp.isControlling && (gp.controlQuadrant == 0 || gp.controlQuadrant == 1)))
    {

        backgroundX = 0;
        targetX = 0;
    }

    else
    {
        normalForce = 0;
        jump = NO;
        falling = YES;
        doubleJump = 0;
    }


   // totalForce = normalForce + gravity;
   // [_character setPosition:ccp(_character.position.x, _character.position.y+totalForce)];
       }
 totalForce = normalForce + gravity;
if(gravity == 0) {
    falling = NO;
    NSLog(@"Gravity = 0"); 
}

[_character setPosition:ccp(_character.position.x + targetX, _character.position.y + totalForce)];

}

跳跃是由一个简单的按钮控制的,它为重力增加了大约 10 的整数。我有一个计时器运行我的刻度函数,其中重力看起来像这样:

gravity -=1;

然后我将该值添加到我的角色位置,当在盒子顶部时,重力设置为 0。玩家左/右由操纵杆控制,该操纵杆仅通过刻度功能更新速度。如果需要更多信息,请告诉我,但同样,向数组添加更多名为 ground 的精灵会因未知原因而改变速度。任何帮助将非常感激。

这是跳转的 void 函数

-(void)jumpTapped
{
    NSLog(@"PRESSED");
    if(!falling && onGround){
        doubleJump += 1;
        gravity += 10;
        jump = YES;
        onGround = NO;
        NSLog(@"JUMPING"); 
    }
}
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1 回答 1

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在代码中

} else {
    normalForce = 0;
    jump = NO;
    falling = YES;
    doubleJump = 0;
}

您将跳转设置为 NO,因此如果它在循环中运行的第一个精灵并且与任何这些 if 语句不匹配,它将默认为这个。然后下一次跳转时将设置为 NO ,这会从您按下按钮时抛出您的初始值,因此,使玩家跳转的代码将永远不会运行

于 2013-03-31T20:04:12.377 回答