我的节点在运行时发生碰撞。硬币弹出玩家节点。但是,当我想调用didBeginContact函数时,它没有响应... 每次硬币击中玩家时,我最终都希望标签显示+1分数。当与玩家发生碰撞时,硬币也会消失。但是我的联系人没有工作,所以我不能制定任何碰撞规则让标签显示得分。
import SpriteKit
import GameplayKit
// Collision categories
struct physicsCategory {
static let playerCat : UInt32 = 1
static let coinCat : UInt32 = 2
}
class GameScene: SKScene, controls, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed:"trump")
let points = SKLabelNode()
let buttonDirLeft = SKSpriteNode(imageNamed: "left")
let buttonDirRight = SKSpriteNode(imageNamed: "right")
let background = SKSpriteNode(imageNamed: "background")
var pressedButtons = [SKSpriteNode]()
let popUpMenu = SKSpriteNode(imageNamed: "popupmenu")
var score = 0
var gameOver = false
var startGame = false
var rules = false
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
//score label
points.position = CGPoint(x: 530, y: 260)
points.text = ("\(score)")
points.zPosition = 6
points.fontColor = UIColor.black
points.fontSize = 50
addChild(points)
//Set Background
background.zPosition = 1
background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
background.size.width = 580
background.size.height = 320
addChild(background)
// Player
player.position = CGPoint(x: 250, y: 40)
player.zPosition = 2
player.size.width = 40
player.size.height = 60
player.physicsBody = SKPhysicsBody(rectangleOf: player.size)
player.physicsBody?.affectedByGravity = false
player.physicsBody!.categoryBitMask = physicsCategory.playerCat
player.physicsBody!.contactTestBitMask = physicsCategory.coinCat
player.physicsBody?.collisionBitMask = 0
player.physicsBody?.isDynamic = false
self.addChild(player)
//contact has started
func didBeginContact(contact: SKPhysicsContact){
let firstBody: SKPhysicsBody = contact.bodyA
let secondBody: SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == physicsCategory.playerCat) && (secondBody.categoryBitMask == physicsCategory.coinCat)){
CollisionWithCoin(player: firstBody.node as! SKSpriteNode, coins: secondBody.node as! SKSpriteNode)
}
}
func CollisionWithCoin(player: SKSpriteNode, coins:SKSpriteNode){
NSLog("Hello")
}
//repeat coing spawning
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(spawnCoins),
SKAction.wait(forDuration: 1.0)])))
}
//coin settings
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//spawn coins
func spawnCoins() {
// 2
let coins = SKSpriteNode(imageNamed: "coins")
coins.zPosition = 2
coins.size.width = 25
coins.size.height = 25
coins.physicsBody = SKPhysicsBody(rectangleOf: coins.size )
coins.physicsBody!.categoryBitMask = physicsCategory.coinCat
coins.physicsBody!.contactTestBitMask = physicsCategory.playerCat
coins.physicsBody?.collisionBitMask = 1
coins.position = CGPoint(x: frame.size.width * random(min: 0, max: 1), y: frame.size.height + coins.size.height/2)
let action = SKAction.moveTo(y: -350, duration: TimeInterval(random(min: 1, max: 5)))
let remove = SKAction.run({coins.removeFromParent()})
let sequence = SKAction.sequence([action,remove])
coins.run(sequence)
addChild(coins)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
/* Called before each frame is rendered */
if pressedButtons.index(of: buttonDirLeft) != nil {
player.position.x -= 4.0
}
if pressedButtons.index(of: buttonDirRight) != nil {
player.position.x += 4.0
}
}
//MOVEMENT FUNCTIONS START HERE
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
for button in [buttonDirLeft, buttonDirRight] {
// I check if they are already registered in the list
if button.contains(location) && pressedButtons.index(of: button) == nil {
pressedButtons.append(button)
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
for button in [buttonDirLeft, buttonDirRight] {
// if I get off the button where my finger was before
if button.contains(previousLocation)
&& !button.contains(location) {
// I remove it from the list
let index = pressedButtons.index(of: button)
if index != nil {
pressedButtons.remove(at: index!)
}
}
// if I get on the button where I wasn't previously
else if !button.contains(previousLocation)
&& button.contains(location)
&& pressedButtons.index(of: button) == nil {
// I add it to the list
pressedButtons.append(button)
}}}}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
for button in [buttonDirLeft, buttonDirRight] {
if button.contains(location) {
let index = pressedButtons.index(of: button)
if index != nil {
pressedButtons.remove(at: index!)
}
}
else if (button.contains(previousLocation)) {
let index = pressedButtons.index(of: button)
if index != nil {
pressedButtons.remove(at: index!)
}
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
for button in [buttonDirLeft, buttonDirRight] {
if button.contains(location) {
let index = pressedButtons.index(of: button)
if index != nil {
pressedButtons.remove(at: index!)
}
}
else if (button.contains(previousLocation)) {
let index = pressedButtons.index(of: button)
if index != nil {
pressedButtons.remove(at: index!)
}
}
}
}
}
}
答案 0 :(得分:1)
你能尝试像这样定义你的位掩码。
enum PhysicsCategory {
static let playerCat: UInt32 = 0x1 << 0
static let coinCat: UInt32 = 0x1 << 1
}
您可以在联系方式中尝试此代码吗?另请注意,如果您使用的是Swift 3,则联系方式名称的名称已更改。
//contact has started
func didBegin(_ contact: SKPhysicsContact) {
let firstBody: SKPhysicsBody = contact.bodyA
let secondBody: SKPhysicsBody = contact.bodyB
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if ((firstBody.categoryBitMask == physicsCategory.playerCat) && (secondBody.categoryBitMask == physicsCategory.coinCat)){
CollisionWithCoin(player: firstBody.node as! SKSpriteNode, coins: secondBody.node as! SKSpriteNode)
}
}
}
你也在使用一些!在你的代码中,它使安全性降低。试试用吗?在处理期权时,只要可能,“if let”。因此,例如,即使你知道你刚刚创建它,也可以写下这样的物理实体。你有时会这样做,而你正在使用的其他时间!,保持一致。
player.physicsBody?.categoryBitMask...
etc
如果由于某种原因,物理机构是/变为零并且你正在使用!你会崩溃。
我也会写这样的联系方式,以确保如果联系方法在同一次碰撞中多次触发,你也不会崩溃。
func collisionWithCoin(player: SKSpriteNode?, coins:SKSpriteNode?){
guard let player = player, let coins = coins else { return }
print("Hello")
}
而不是在didBeginContact方法中调用它
collisionWithCoin(player: firstBody.node as? SKSpriteNode, coins: secondBody.node as? SKSpriteNode)
最后我还会尝试遵循swift指南,你的方法应该以小写字母和类开头,结构应该以大写字母开头。
希望这有帮助