I have my first game application in development. In this game, the only character that the user controls will get to jump from one block to another. It's like Mario (in Mario Brothers) jumping from one moving lift to another. If he fails, he'll die. So how could you tell a free fall from a short fall as a result of a successful jump? One thing I thought I could do is measuring character's vertical velocity. So I have the following lines of code. It's used with didSimulatePhysics
SKNode *player = [self childNodeWithName:@"//player"]; // It's the node characterizing the game character
CGVector v = player.physicsBody.velocity;
if (v.dy < -2000) {
[self endTheScene:kEndReasonLose]; // The character has died from free fall => game is over
}
When the game character jumps, the game application can record a vertical velocity of -2022.466797. So this measure won't work. What else can I do? Set an invisible bar and see if the game character has touched it with intersectsNode? That can also fail. I have never developed a game before. So I don't know how they do it, which kind of makes me realize how impressive Nintendo game developers are. Some 30 years later, I still can't do it.
Thank you for your advice.
Update
The following can tell whether or not the character has died from free fall, I think.
- (void)didSimulatePhysics {
if (self.isMoving) {
// isMoving is an instance variable (BOOL): YES if the game has started
CGVector v = player.physicsBody.velocity;
BOOL hasFallen = self.lastFallenDate ? [self.lastFallenDate timeIntervalSinceNow] < -2.0 : YES; // lastFallenDate is an instance variable recording the time when the character fell last time
if (hasFallen) {
if (v.dy < -1500) {
[self endTheScene:kEndReasonLose];
}
}
}
}
Yet, I think Apple has a bug to fix as far as SKAction is concerned. No matter I do, audio will kick in exactly about 5 seconds after the game started although the character is not falling.
- (void)endTheScene:(EndReason)endReason {
if (endReason == kEndReasonLose) {
SKAction *lossAudio = [SKAction playSoundFileNamed:@"failureAudio.caf" waitForCompletion:NO];
[self runAction:lossAudio];
}
}