我有2个需要检测其联系人的SKSpriteNodes。我已经尝试了各种方法并查找了很多东西,但似乎无法得到答案。以下是我的代码。 controlCircle是一个类级变量,因为它需要在其他方法中使用。生成的对象很好。
class GameScene: SKScene, SKPhysicsContactDelegate {
var controlCircle = SKSpriteNode()
var mainCategory : UInt32 = 1 << 0
var dropCategory: UInt32 = 1 << 1
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0,0)
//CREATING FIRST OBJECT AND ADDING PHYSICS BODY
var mainRadius = 20.0;
var controlCircle = SKSpriteNode(color: UIColor.clearColor(), size:CGSizeMake(mainRadius * 2, mainRadius * 2))
var circleBody = SKPhysicsBody(circleOfRadius: mainRadius)
circleBody.dynamic = false
circleBody.usesPreciseCollisionDetection = true
controlCircle.physicsBody = circleBody
var bodyPath = CGPathCreateWithEllipseInRect(CGRectMake((controlCircle.size.width/2), controlCircle.size.height/2, controlCircle.size.width, controlCircle.size.width),
nil)
var circleShape = SKShapeNode()
circleShape.fillColor = UIColor.brownColor()
circleShape.lineWidth = 0
circleShape.path = bodyPath
controlCircle.addChild(circleShape)
controlCircle.position = CGPointMake(self.frame.width/2, self.frame.height/2)
self.addChild(controlCircle)
controlCircle.physicsBody.categoryBitMask = mainCategory
controlCircle.physicsBody.contactTestBitMask = dropCategory
//CREATING SECOND OBJECT AND ADDING PHYSICS BODY
var radius = 10.0;
var drop = SKSpriteNode(color: UIColor.clearColor(), size:CGSizeMake(radius * 2, radius * 2))
var dropBody = SKPhysicsBody(circleOfRadius: radius)
dropBody.dynamic = false
dropBody.usesPreciseCollisionDetection = true
drop.physicsBody = dropBody
var dropPath = CGPathCreateWithEllipseInRect(CGRectMake((drop.size.width/2), drop.size.height/2, drop.size.width, drop.size.width),
nil)
var dropShape = SKShapeNode()
dropShape.fillColor = UIColor.blackColor()
dropShape.lineWidth = 0
drop.name = "dropMask"
dropShape.path = dropPath
drop.addChild(dropShape)
drop.position = CGPointMake(CGFloat(xValue), self.frame.height-5)
self.addChild(drop)
drop.physicsBody.categoryBitMask = dropCategory
drop.physicsBody.contactTestBitMask = mainCategory
}
func didBeginContact(contact: SKPhysicsContact) -> Void{
NSLog("Hello")
}
}
答案 0 :(得分:2)
大家好消息,
SKPhysicsBody文档:
动态属性控制基于体积的主体是否受重力,摩擦,与其他对象的碰撞以及您直接应用于对象的力或冲动的影响。
所以这里有一个想法,即在不拖动但是接收碰撞事件时完成静止物体。触摸SKSpriteNode上的touchesBegan,在touchUp physicsBody.dynamic = true
上设置其physicsBody.dynamic = false
或者,您可以从系统中删除重力,并使所有节点都具有physicsBody.dynamic = true