Reputation: 491
I want to know how to make a player jump only once till he hits the ground, just like in the most games. I tried this: swift - Jump only when landed, but it didn't really work for me because for whatever reason the player only jumped when I spammed tapping the screen and he only jumped like every 30 click. Here is how it looks like:
That's under the: class GameScene: SkScene {
var ableToJump = true
var Player = SKSpriteNode(imageNamed: "Spieler_rechts")
In the: didMoveToView(view: SKView)
Player.position = CGPoint(x: self.frame.size.width*0.1, y: Ground.frame.size.height + Player.frame.size.height)
Player.zPosition = 3
Player.physicsBody = SKPhysicsBody(rectangleOfSize: Player.size)
Player.physicsBody?.allowsRotation = false
Player.physicsBody?.affectedByGravity = true
Player.physicsBody?.restitution = 0
self.addChild(Player)
In the: override func update(currentTime: NSTimeInterval)
if Player.physicsBody?.velocity.dy == 0 {
ableToJump = true
}
else {
ableToJump = false
}
In the: override func touchesBegan(touches: Set, withEvent event: UIEvent?)
if ableToJump == true {
Player.physicsBody?.applyImpulse(CGVectorMake(0, 20))
}
Upvotes: 0
Views: 278
Reputation: 4491
Here's how I did it:
EDIT:
class MainScene: SKScene, SKPhysicsContactDelegate {
let colorChanger = ColorChanger()
let ground = SKSpriteNode(imageNamed: "Ground")
let player = SKSpriteNode(imageNamed: "Player")
let block1 = SKSpriteNode(imageNamed: "Block2")
let block2 = SKSpriteNode(imageNamed: "Block2")
let scoreLabel = SKLabelNode(fontNamed: "Chalkboard SE")
let highScoreLabel = SKLabelNode(fontNamed: "Chalkboard SE")
let life = SKSpriteNode(imageNamed: "Player")
let life2 = SKSpriteNode(imageNamed: "Player")
let life3 = SKSpriteNode(imageNamed: "Player")
var firstTime = Int()
var blockMaxX = CGFloat(0)
var origBlockPositionX = CGFloat(0)
var score = Int()
var highScore = Int()
var lives = Int()
var groundPositionX = CGFloat(0)
var maxBarX = CGFloat(0)
var groundSpeed = 5
var playerBaseLine = CGFloat(0)
var more = CGFloat(0)
var onGround = true
var velocityY = CGFloat(0)
let gravity = CGFloat(1.3)
enum Collision:UInt32{
case Player = 1
case Block = 2
}
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
let color1 = colorChanger.randomColor()
runAction(SKAction.colorizeWithColor(color1, colorBlendFactor: 1, duration: 0.2))
self.ground.anchorPoint = CGPointMake(0, 1)
self.ground.position = CGPointMake(CGRectGetMinX(self.frame),CGRectGetMidY(self.frame)-23)
self.ground.size = CGSize(width: 1100, height: 4000)
self.groundPositionX = self.ground.position.x
self.maxBarX = self.ground.size.width - self.frame.size.width - 100
self.maxBarX *= -1
self.player.size = CGSize(width: 50, height: 50)
self.playerBaseLine = self.frame.height / 2
self.player.position = CGPointMake(CGRectGetMinX(self.frame) + self.player.size.width / 1.5 , self.playerBaseLine)
self.player.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.player.size.width / 2))
self.player.physicsBody!.affectedByGravity = false
self.player.physicsBody!.categoryBitMask = Collision.Player.rawValue
self.player.physicsBody!.contactTestBitMask = Collision.Block.rawValue
self.player.physicsBody!.collisionBitMask = Collision.Block.rawValue
override func update(currentTime: NSTimeInterval) {
self.velocityY += self.gravity
self.player.position.y -= velocityY
if self.player.position.y < self.playerBaseLine {
self.player.position.y = self.playerBaseLine
velocityY = 0.0
onGround = true
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if self.onGround{
self.velocityY = -18.0
self.onGround = false
}
}
You need to play with gravity ;)
Upvotes: 0