(NO.00001)iOS游戏SpeedBoy Lite成形记(十)
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(NO.00001)iOS游戏SpeedBoy Lite成形记(十)
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上篇最后遇到是神馬問題呢?
原來由于現在seq動作的時間變得不確定了,jump的持續時間不能對應發生變化,導致可能選手在比賽后邊就沒有跳躍動作了!這雖不影響整個代碼邏輯,卻多少有些讓玩家不爽.
一種解決辦法就是,將jump動作設置為永久重復動作,然后在回調block中將其關閉即可.因為Obj-C中的block是閉包(不太清楚閉包的童鞋請自行度娘),所以在block中引用外面的jump都不是個事兒.
下面是完整的matchRun方法的實現:
-(void)matchRun{CCLOG(@"%@ invoke!",NSStringFromSelector(_cmd));if (_matching) {return;}[self matchReset];_matching = YES;for (Player *player in _players) {CCTime duration = (CCRANDOM_0_1() * 500.0/100) + 5.0;CCActionMoveBy *moveBy = [CCActionMoveBy actionWithDuration:duration position:ccp(0.9f, 0)];CCActionJumpBy *jump = [CCActionJumpBy actionWithDuration:duration position:ccp(0, 0) height:0.05 jumps:20];CCActionRepeatForever *repeat = [CCActionRepeatForever actionWithAction:jump];CCActionCallBlock *blk = [CCActionCallBlock actionWithBlock:^{_finishedCount++;[player endMatch];[player stopAction:repeat];if (_finishedCount == 1) {_bestElapsedTime = player.elapsedTime;}CCLabelTTF* label = (CCLabelTTF*)_labelArray[player.playerNumber-1];NSTimeInterval intervalOffset = player.elapsedTime - _bestElapsedTime;if (intervalOffset > 0) {label.string = [NSString stringWithFormat:@"NO.%d +%.4f s",_finishedCount,intervalOffset];}else{label.string = [NSString stringWithFormat:@"NO.%d %.4f s",_finishedCount,player.elapsedTime];}label.visible = YES;if (_finishedCount == PlayerCount) {_finishedCount = 0;_matching = NO;}}];CCActionSequence *seq = [CCActionSequence actionWithArray:@[moveBy,blk]];player.speed = [CCActionSpeed actionWithAction:seq speed:1.0];[player runAction:player.speed];[player runAction:repeat];[player startMatch];} }總結
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