【问题标题】:Randomize Space Game PowerUp spawns随机空间游戏 PowerUp 生成
【发布时间】:2018-04-17 17:14:38
【问题描述】:

在学习 SpriteKit 和 Swift 的同时,我已经开发了一个月左右的小型太空游戏。除了一件事,我让一切都按照我的意愿工作,无论我尝试什么,我都会得到错误或关闭但不想要的效果。

我的问题是每 XX 秒产生 1 个随机能量。我现在的代码可以工作,但不会产生 1,它会在 30 到 90 秒之间的设定间隔内同时产生 1 或 2 甚至 3 个。

我尝试了几种不同的 arc4random 方法,但我不知道该怎么做。有人可以引导我走向正确的方向。这是我在游戏结束前的最后一道关卡,它已经困扰我好几个星期了。

我使用solar的代码,虽然工作,但不是他想要的效果:

    func startNewLevel(){

    levelNumber += 1

    if self.action(forKey: "spawningEnemies") != nil{
        self.removeAction(forKey: "spawningEnemies")
    }

    if self.action(forKey: "spawningUfos") != nil{
        self.removeAction(forKey: "spawningUfos")
    }

    if self.action(forKey: "spawningLifePowerUps") != nil{
        self.removeAction(forKey: "spawningLifePowerUps")
    }

    if self.action(forKey: "spawningShieldPowerUps") != nil{
        self.removeAction(forKey: "spawningShieldPowerUps")
    }

    if self.action(forKey: "spawningRapidFirePowerUps") != nil{
        self.removeAction(forKey: "spawningRapidFirePowerUps")
    }

    var levelDuration = TimeInterval()
    // Change the levelDuration = X.X to what ever you want to determin your game diffculty. The higher the number the slow the game and vice versa
    switch levelNumber {
    case 1: levelDuration = 3.0 //Easy
    case 2: levelDuration = 2.8
    case 3: levelDuration = 2.6
    case 4: levelDuration = 2.4
    case 5: levelDuration = 2.2
    case 6: levelDuration = 2.0 //Medium
    case 7: levelDuration = 1.8
    case 8: levelDuration = 1.6
    case 9: levelDuration = 1.4
    case 10: levelDuration = 1.2
    case 11: levelDuration = 1.0 //Hard
    case 12: levelDuration = 0.8
    case 13: levelDuration = 0.6
    case 14: levelDuration = 0.4
    case 15: levelDuration = 0.2 //Insane
    default:
        levelDuration = 0.2
        print("Cannot find levelinfo")
    }

    let upperBonuslimit : UInt32 = 90 // Default 120 seconds
    let lowerBonuslimit : UInt32 = 60 // Default 60 seconds

    let upperlimit : UInt32 = 90 // Default 90 seconds
    let lowerlimit : UInt32 = 30 // Default 30 seconds

    let spawn = SKAction.run(spawnEnemy)
    let waitToSpawn = SKAction.wait(forDuration: levelDuration)
    let spawnSequence = SKAction.sequence([waitToSpawn, spawn])
    let spawnForever = SKAction.repeatForever(spawnSequence)
    self.run(spawnForever, withKey: "spawningEnemies")

    let spawnUfoEnemy = SKAction.run(spawnUfo)
    let waitToSpawnUfo = TimeInterval(CGFloat(arc4random() % ((upperBonuslimit - lowerBonuslimit) * 10) + lowerBonuslimit * 10)/10.0)
    let randomWaitUfo = SKAction.wait(forDuration: waitToSpawnUfo)
    let spawnUfoSequence = SKAction.sequence([randomWaitUfo, spawnUfoEnemy])
    let spawnUfoForever = SKAction.repeatForever(spawnUfoSequence)
    self.run(spawnUfoForever, withKey: "spawningUfos")

    let spawnLife = SKAction.run(spawnALifePowerUp)
    let waitToSpawnLife = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait = SKAction.wait(forDuration: waitToSpawnLife)
    let spawnSequenceLife = SKAction.sequence([randomWait, spawnLife])
    let spawnForeverLife = SKAction.repeatForever(spawnSequenceLife)
    self.run(spawnForeverLife, withKey: "spawningLifePowerUps")

    let spawnShield = SKAction.run(spawnAShieldPowerUp)
    let waitToSpawnShield = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait2 = SKAction.wait(forDuration: waitToSpawnShield)
    let spawnSequenceShield = SKAction.sequence([randomWait2, spawnShield])
    let spawnForeverShield = SKAction.repeatForever(spawnSequenceShield)
    self.run(spawnForeverShield, withKey: "spawningShieldPowerUps")

    let spawnRapidFire = SKAction.run(spawnARapidFirePowerUp)
    let waitToSpawnRapidFire = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10)/10.0)
    let randomWait3 = SKAction.wait(forDuration: waitToSpawnRapidFire)
    let spawnSequenceRapidFire = SKAction.sequence([randomWait3, spawnRapidFire])
    let spawnForeverRapidFire = SKAction.repeatForever(spawnSequenceRapidFire)
    self.run(spawnForeverRapidFire, withKey: "spawningRapidFirePowerUps")
}

如果有什么我需要更好地解释的,请告诉我。或者如果我需要添加任何代码。

这是 Powerup 功能代码之一,以防它需要膨胀来理解我的问题:

 func spawnALifePowerUp(){
    if livesNumber < 5 {
    let randomXStart = random(min: gameArea.minX, max: gameArea.maxX)
    let randomXEnd = random(min: gameArea.minX, max: gameArea.maxX)

    let startPoint = CGPoint(x: randomXStart, y: self.size.height * 1.2)
    let endPoint = CGPoint(x: randomXEnd, y: -self.size.height * 0.2)

    let lifePower = SKSpriteNode(imageNamed: "lifePowerUp")
    lifePower.name = "LifePu"
    lifePower.setScale(1.2)
    lifePower.position = startPoint
    lifePower.zPosition = 3
    lifePower.physicsBody = SKPhysicsBody(rectangleOf: lifePower.size)
    lifePower.physicsBody!.affectedByGravity = false
    lifePower.physicsBody!.categoryBitMask = PhysicsCategories.LifePu
    lifePower.physicsBody!.collisionBitMask = PhysicsCategories.None
    lifePower.physicsBody!.contactTestBitMask = PhysicsCategories.Player | PhysicsCategories.ShieldActive
    lifePower.physicsBody!.isDynamic = true
    self.addChild(lifePower)

    let lifeRotation:SKAction = SKAction.rotate(byAngle: CGFloat.pi * 2, duration: 5)
    let repeatLifeRotation:SKAction = SKAction.repeatForever(lifeRotation)

    let moveLifeHeart = SKAction.move(to: endPoint, duration: 3.5) // Life Power Up move Speed
    let deleteLifeHeart = SKAction.removeFromParent()
    let lifeHeartSequence = SKAction.sequence([moveLifeHeart, deleteLifeHeart])

    if currentGameState == gameState.inGame{
        lifePower.run(lifeHeartSequence)
        lifePower.run(repeatLifeRotation)
    }
    let dx = endPoint.x - startPoint.x
    let dy = endPoint.y - startPoint.y
    let amoutToRotate = atan2(dy, dx)
    lifePower.zRotation = amoutToRotate
    } else {
        print("Life meter FULL!")
    }
}

【问题讨论】:

    标签: ios swift sprite-kit arc4random


    【解决方案1】:

    假设:您只希望其中一个电源以 30-90 秒之间的随机间隔触发,然后重置间隔并选择不同的电源并重复。

    您的代码设置方式存在 2 个问题

    1. 您正在为所有 3 个对象设置随机间隔,它们完全有可能最终具有相同的值并同时触发。
    2. 您正在寻找一个随机间隔并放入一个 SKAction 并重复该操作。该操作获取该值的快照并重复该快照。如果您的随机间隔生成 35 秒。它总是会在 35 秒后触发。它不会在每次 SKAction 重复时重新运行随机化器。

    有很多方法可以做到这一点,这里有一个非常基本的示例,可以帮助您上路。它使用递归并以这种方式调用自己,它会永远触发。

    //somewhere in your setup code
    spawnPowerup()
    

    ...

    func spawnPowerup() {
    
        let upperlimit: UInt32 = 90
        let lowerlimit: UInt32 = 30
    
        let waitToSpawnLife = TimeInterval(CGFloat(arc4random() % ((upperlimit - lowerlimit) * 10) + lowerlimit * 10) / 10.0)
        print("waitToSpawnLife \(waitToSpawnLife)")
    
        self.run(.wait(forDuration: waitToSpawnLife)) {
    
            let powerup = Int(arc4random_uniform(UInt32(3)))
            print("powerup \(powerup)")
    
            var spawnPowerUp: SKAction!
    
            if powerup == 0 {
                spawnPowerUp = SKAction.run(self.spawnALifePowerUp)
                self.run(spawnPowerUp, withKey: "spawningLifePowerUps")
            }
            else if powerup == 1 {
                spawnPowerUp = SKAction.run(self.spawnAShieldPowerUp)
                self.run(spawnPowerUp, withKey: "spawningShieldPowerUps")
            }
            else if powerup == 2 {
                spawnPowerUp = SKAction.run(self.spawnARapidFirePowerUp)
                self.run(spawnPowerUp, withKey: "spawningRapidFirePowerUps")
            }
    
            self.spawnPowerup()
        }
    }
    

    此代码将选择一个随机间隔等待 30-90 秒,然后触发其中一个电源功能。然后它会调用自己并重新选择一个 30-90 秒之间的新间隔并选择一个新的随机电源来触发并重复,然后重复和重复......

    编辑

    与问题无关...

    我知道您刚刚开始使用 Spritekit,但您可能正处于应该开始考虑优化某些代码的阶段。开始优化的最简单方法是为多个对象寻找相同的代码,然后多次重新运行并尝试合并它。就像我如何整合您的生成电源操作一样。

    例如...

    if self.action(forKey: "spawningEnemies") != nil{
        self.removeAction(forKey: "spawningEnemies")
    }
    
    if self.action(forKey: "spawningUfos") != nil{
        self.removeAction(forKey: "spawningUfos")
    }
    
    if self.action(forKey: "spawningLifePowerUps") != nil{
        self.removeAction(forKey: "spawningLifePowerUps")
    }
    
    if self.action(forKey: "spawningShieldPowerUps") != nil{
        self.removeAction(forKey: "spawningShieldPowerUps")
    }
    
    if self.action(forKey: "spawningRapidFirePowerUps") != nil{
        self.removeAction(forKey: "spawningRapidFirePowerUps")
    }
    

    可能会...

    removeRunningActionBy(key: "spawningEnemies")
    removeRunningActionBy(key: "spawningUfos")
    removeRunningActionBy(key: "spawningLifePowerUps")
    removeRunningActionBy(key: "spawningShieldPowerUps")
    removeRunningActionBy(key: "spawningRapidFirePowerUps")
    
    func removeRunningActionBy(key: String) {
        if self.action(forKey: key) != nil{
            self.removeAction(forKey: key)
        }
    }
    

    【讨论】:

    • 我现在厌倦了,但它以 Xcode 不喜欢的方式与其他代码混淆。因为 spawnEnemy 和 spawnUfo 块。我编辑了问题以包含所有这些功能的整个功能。所以你可以更好地看到它。 spawnEnemy 和 spawnUfo 可以正常工作并按预期工作。因此,如果我的代码写得不好,他们不需要任何更改,除了可能更好的代码。如果是这样,我再次道歉,因为我还在学习。
    • 2 件事;添加一开始不存在的代码相当于更改问题的范围(您不应该这样做),因为您提出了一个问题,并且根据您提供的代码,我给了您一个可行的解决方案。如果您确实必须添加到问题的范围,并且如果“以 Xcode 不喜欢的方式”存在错误或问题,您需要将这些错误或结果放入 cmets 或作为对原始问题的编辑。
    • 不想成为一个混蛋,但你需要让人们尽可能轻松地提供帮助,否则他们不会
    • 好的,我很抱歉,一秒钟。我将添加错误的屏幕截图
    • 哦,伙计,我现在感觉很愚蠢,我没有看到你说“//在你的设置代码中的某个地方”的小片段 add spawnPowerup() 对不起,它工作得很好,谢谢.不过,我下次会让自己更清楚。欣赏建议,不想在这里被讨厌,想得到帮助。所以如果我做错了什么,我会在以后的问题中解决这个问题。
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