我的树是由一系列关节构成的。锚是树的基础/树桩。我的英雄目前无法穿过锚点。设置collisionBitMask = 0不适用于锚点,但该方法适用于各个关节段。
所以,基本上我只想避免这种碰撞。这是代码:
//锚的代码
let chunkHolder = SKSpriteNode(imageNamed: ImageName.ChunkHolder)
chunkHolder.position = anchorPoint
chunkHolder.physicsBody = SKPhysicsBody(circleOfRadius: chunkHolder.size.width / 2)
chunkHolder.physicsBody?.isDynamic = false
chunkHolder.physicsBody?.categoryBitMask = PhysicsCategory.chunkAnchor.rawValue
chunkHolder.physicsBody?.collisionBitMask = 0
addChild(chunkHolder)
//英雄正确通过的单个树段:
for i in 0..<length {
let treeSegment = SKSpriteNode(imageNamed: ImageName.ChunkTexture)
let offset = treeSegment.size.height * CGFloat(i + 1)
treeSegment.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - offset)
treeSegment.name = "tree" + String(i)
treeSegments.append(treeSegment)
addChild(treeSegment)
treeSegment.physicsBody = SKPhysicsBody(rectangleOf: treeSegment.size)
treeSegment.physicsBody?.collisionBitMask = 0
}
//接头
for i in 1..<length {
let nodeA = treeSegments[i - 1]
let nodeB = treeSegments[i]
let joint = SKPhysicsJointPin.joint(withBodyA: nodeA.physicsBody!, bodyB: nodeB.physicsBody!, anchor: CGPoint(x: nodeA.frame.midX, y: nodeA.frame.minY))
scene.physicsWorld.add(joint)
}
//这里的参考是Hero的物理团体:
self.physicsBody?.categoryBitMask = PhysicsCategory.hero.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.ground.rawValue
同时将英雄的collisionBitMask设置为0将无法帮助,因为那时英雄也将落在地面/地板上。
答案 0 :(得分:0)
通过将categoryBitMask设置为0来解决此问题。
chunkHolder.physicsBody?.categoryBitMask = 0
chunkHolder.physicsBody?.collisionBitMask = 0