I. Description
Today, the character wizard adds a bullet launch function, which increases the collision detection between the bullet and the hostile elf, which disappears from the screen when the character sprite bullets collide with the opposing elves.
Second, the change of scene layer Skscene
1. Add the following code to the method of initializing the scene layer
Self.physicsWorld.contactDelegate = self;
self.physicsWorld.gravity = Cgvectormake (0,0);
2, the initial scene layer to increase the scene of dynamic detection agent
1-(Instancetype) Initwithsize: (cgsize) Size2 {3 if(self =[Super Initwithsize:size]) {4 5nearbyarray=[[Nsmutablearray alloc]init];6 /*first scene background node*/7UIImage *fartextureimage=[uiimage imagenamed:@"Planeback"];8Sktexture *fartexture =[Sktexture texturewithimage:fartextureimage];9 TenSkspritenode *fartexturespriteone =[Skspritenode spritenodewithtexture:fartexture size:self.size]; One //Fartexturespriteone.anchorpoint=cgpointmake (DEVICE_WIDTH/2, DEVICE_HEIGHT/2); Afartexturespriteone.zposition=0; -Fartexturespriteone.position=cgpointmake (self.frame.size.width/2, self.frame.size.height/2 ); - the - - - /*second scene background node*/ +UIImage *fartextureimagetwo=[uiimage imagenamed:@"Planeback"]; -Sktexture *fartexturetwo =[Sktexture texturewithimage:fartextureimagetwo]; +Skspritenode *fartexturespritetwo =[Skspritenode spritenodewithtexture:fartexturetwo size:self.size]; A //fartexturespritetwo.anchorpoint=cgpointmake (0, 0); atfartexturespritetwo.zposition=0; -Fartexturespritetwo.position=cgpointmake (fartexturespriteone.position.x,-(self.frame.size.height/2-Ten)); - - - - /*A third scene background node*/ inUIImage *fartextureimagethree=[uiimage imagenamed:@"Planeback"]; -Sktexture *fartexturethree =[Sktexture Texturewithimage:fartextureimagethree]; to +Skspritenode *fartexturespritethree =[Skspritenode spritenodewithtexture:fartexturethree size:self.size]; - thefartexturespritethree.zposition=0; *Fartexturespritethree.position=cgpointmake (fartexturespriteone.position.x,-(self.frame.size.height/2+self.frame.size.height- -)); $ Panax Notoginseng - the + [self addchild:fartexturespriteone]; A [self addchild:fartexturespritetwo]; the [self addchild:fartexturespritethree]; + - /*add three scene background nodes to an array, wait for it to scroll, then get each node quickly, reset postion*/ $ [Nearbyarray Addobject:fartexturespriteone]; $ [Nearbyarray addobject:fartexturespritetwo]; - [Nearbyarray Addobject:fartexturespritethree]; - the - Wuyi theFirendplane=[Skfoeplane Createplayerplane]; -firendplane.zposition=1; WuFirendplane.position=cgpointmake (self.frame.size.width/2, - ); - [self addchild:firendplane]; About /*Add two wizard after generating the power of the agent*/ $Self.physicsWorld.contactDelegate =Self ; -Self.physicsWorld.gravity = Cgvectormake (0,0); - } - returnSelf ; A +}
Third, initialize the role of the wizard's Bullets
1-(void) Playerbulletfire2 {3 4bullettime++;5 if(bullettime==Ten) {6UIImage *roleplaneimage=[uiimage imagenamed:@"Plus"];7 8Sktexture *roleplaneimagetextture =[Sktexture texturewithimage:roleplaneimage];9Firendplane.playerbulletsprite=[skspritenode spritenodewithtexture:roleplaneimagetextture Size:CGSizeMake (DEVICE _width*0.06, device_width*0.06)];Tenfirendplane.playerbulletsprite.zposition=1; OneFirendplane.playerbulletsprite.position=cgpointmake (firendplane.position.x, firendplane.position.y+Ten ); A [self addChild:FirendPlane.PlayerBulletSprite]; -FirendPlane.PlayerBulletSprite.physicsBody =[Skphysicsbody bodyWithRectangleOfSize:FirendPlane.PlayerBulletSprite.size]; - theFirendPlane.PlayerBulletSprite.physicsBody.collisionBitMask =1; - -[Firendplane.playerbulletsprite runaction:[skaction sequence:@[[skaction movetoy:device_height+ -Duration1.5],[skaction Removefromparent]]; -Bullettime=0; + } - + A}
Iv. methods for adding bullet initialization in update
2 -(void) Update: (cftimeinterval) currenttime {3 7 [ Self Playerbulletfire]; 8 }
V. Realization of the scene dynamic detection agent
Here's what I'm saying: Since the code for the gravitational collision detection of bullets and hostile elves has been added to the previous code, the scene will automatically execute when the two units of this type collide with each other.
Below the agent, the following agent is to move two colliding sprites out of the scene layer.
1 -(void) Didbegincontact: (Skphysicscontact *)contact2 {3 [ Contact.bodyA.node Removefromparent]; 4 [Contact.bodyB.node removefromparent]; 5 6 }
Vi. Address of the case
Case http://download.csdn.net/detail/liaohang1987x/9612989
IOS 2D Game Development Framework spritekit--> (perfect role function)