使用PhysicsBodys

时间:2016-06-02 00:03:44

标签: swift sprite-kit collision-detection skspritenode skphysicsbody

问题:我似乎在让我的播放器与硬币发生碰撞时遇到一些麻烦,并在碰撞时向硬币标签添加+1。玩家在与硬币接触后应继续移动。

我现在拥有的东西:根据我现在的代码,玩家通过硬币行进,但没有发生碰撞,+1没有添加到硬币标签。

我仍然在学习快速的语言,所以我感谢你给予的任何帮助。

代码:

struct ColliderType {

static let playerCategory: UInt32 = 0x1 << 0

static let boundary: UInt32 = 0x1 << 1
​  
​static let coinCategory: UInt32 = 0x1 << 2
​
​static let bodyA: UInt32 = 0x1 << 4
​
​static let bodyB: UInt32 = 0x1 << 8

}

​override func didMoveToView(view: SKView) {
​
var coinInt = 0
​
​
​
​self.physicsWorld.gravity = CGVectorMake(0.0, -7.0)
physicsWorld.contactDelegate = self

player = SKSpriteNode(imageNamed: "player")
player.zPosition = 1
player.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 5.12)
player.physicsBody?.dynamic = true
player.physicsBody?.allowsRotation = false

self.addChild(player)

generateCoins()

​
​
coin = SKSpriteNode( imageNamed: "coin")
coin.physicsBody? = SKPhysicsBody(circleOfRadius: coin.size.height / 10)
coin.physicsBody?.dynamic = false
coin.physicsBody?.allowsRotation = false
coin.zPosition = 1
​self.addChild(coin)
​
player.physicsBody?.categoryBitMask = ColliderType.playerCategory
​player.physicsBody?.contactTestBitMask = ColliderType.boundary
player.physicsBody?.collisionBitMask = ColliderType.coinCategory | ColliderType.boundary

coin.physicsBody?.categoryBitMask = ColliderType.coinCategory
coin.physicsBody?.contactTestBitMask = ColliderType.playerCategory
coin.physicsBody?.collisionBitMask = ColliderType.playerCategory

func didPlayerCollideWithCoin(player: SKSpriteNode, coin: SKSpriteNode) {



self.coin.removeFromParent()

self.coin += 1

coinLabel.text = "\(coinInt)"

}

​
​    
​
​func generateCoins()  {

if(self.actionForKey("spawning") != nil){return}

let coinTimer = SKAction.waitForDuration(7, withRange: 2)

let spawnCoin = SKAction.runBlock {

self.coin = SKSpriteNode( imageNamed: "coin")

self.coin.physicsBody = SKPhysicsBody(circleOfRadius: self.coin.size.height / 10)

self.coin.name = "coin"

self.coin.physicsBody?.dynamic = false

self.coin.physicsBody?.allowsRotation = false

var coinPosition = Array<CGPoint>()

coinPosition.append((CGPoint(x:340, y:103)))

coinPosition.append((CGPoint(x:340, y:148)))

coinPosition.append((CGPoint(x:340, y:218)))

coinPosition.append((CGPoint(x: 340, y:343)))

let spawnLocation =     coinPosition[Int(arc4random_uniform(UInt32(coinPosition.count)))]

let action = SKAction.repeatActionForever(SKAction.moveToX(+self.xScale, duration: 4.4))

self.coin.runAction(action)

self.coin.position = spawnLocation

self.addChild(self.coin)

print(spawnLocation)

}

let sequence = SKAction.sequence([coinTimer, spawnCoin])

self.runAction(SKAction.repeatActionForever(sequence), withKey: "spawning")

}
​​
func didBeginContact(contact:SKPhysicsContact)  {

let bodyA: SKPhysicsBody = contact.bodyA

let bodyB: SKPhysicsBody = contact.bodyB

if ((bodyA.categoryBitMask == ColliderType.playerCategory) &&     (bodyB.categoryBitMask == ColliderType.coinCategory)){

didPlayerCollideWithCoin(bodyA.node as! SKSpriteNode, coin: bodyB.node as! SKSpriteNode)

}
    ​        
​}

1 个答案:

答案 0 :(得分:2)

您可以尝试保持contactTestBitmasks相同但删除播放器和硬币之间的collisionBitmasks:

player.physicsBody?.categoryBitMask = ColliderType.playerCategory
​player.physicsBody?.contactTestBitMask = ColliderType.boundary
player.physicsBody?.collisionBitMask = ColliderType.boundary


coin.physicsBody?.categoryBitMask = ColliderType.coinCategory
coin.physicsBody?.contactTestBitMask = ColliderType.playerCategory

这样,当玩家与硬币碰撞时,它会注册,但它不会反弹#34;并将继续向同一方向前进。

*注意:使用此可能需要您使用

func didBeginContact(contact: SKPhysicsContact) {

方法而不是

func didPlayerCollideWithCoin(player: SKSpriteNode, coin: SKSpriteNode) {

但我建议首先尝试使用didPlayerCollideWithCoin()方法。

如果您需要它,它实现如下:

func didBeginContact(contact: SKPhysicsContact) {

var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody

if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
  firstBody = contact.bodyA
  secondBody = contact.bodyB
} else {
 firstBody = contact.bodyB
 secondBody = contact.bodyA
}

if firstBody.categoryBitMask == playerCategory &&   secondBody.categoryBitMask == coinCategory {
print("Your player passes through the coin")
score = score + 1
}
}

有关详细信息,请参阅Ray Wenderlich的本教程: https://www.raywenderlich.com/123393/how-to-create-a-breakout-game-with-sprite-kit-and-swift