(NO.00001)iOS游戏SpeedBoy Lite成形记(十)

来源:互联网 发布:linux退出编辑模式 编辑:程序博客网 时间:2024/05/21 04:21

上篇最后遇到是神马问题呢?

原来由于现在seq动作的时间变得不确定了,jump的持续时间不能对应发生变化,导致可能选手在比赛后边就没有跳跃动作了!这虽不影响整个代码逻辑,却多少有些让玩家不爽.

一种解决办法就是,将jump动作设置为永久重复动作,然后在回调block中将其关闭即可.因为Obj-C中的block是闭包(不太清楚闭包的童鞋请自行度娘),所以在block中引用外面的jump都不是个事儿.

下面是完整的matchRun方法的实现:

-(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];    }}
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