如何动画SKNodes或SKSpriteNode碰撞和反弹?

时间:2014-09-25 00:57:16

标签: objective-c xcode sprite-kit skspritenode skaction

我有一些关于动画SKNodes和/或SKSpriteNodes的问题。第一个是如何在视图加载后让它们移动?如何使它们相互碰撞并相互反弹并向另一个方向移动。我正在使用SKScene。还有一种方法可以将SKSriteNodes与SKLabels分组吗?

我有:

 #import <SpriteKit/SpriteKit.h>

//constants for the collision bitmap
static const uint32_t classicCategory = 1 << 0;
static const uint32_t arcadeCategory = 1 << 1;
static const uint32_t frenzieCategory = 1 << 2;

@interface HomeScene : SKScene <SKPhysicsContactDelegate> {

BOOL isSoundActionCompleted;
}

@end

这是我声明SKSpriteNodes

的地方
    SKSpriteNode *classicMode = [SKSpriteNode spriteNodeWithImageNamed:@"bubble.png"];
    classicMode.size = CGSizeMake(130, 130);
    classicMode.position = CGPointMake(self.size.width/2, self.size.height/2+50);
    classicMode.name = @"classicMode";
    [self addChild:classicMode];

    SKLabelNode *classicTitle = [SKLabelNode labelNodeWithFontNamed:@"Noteworthy"];
    classicTitle.text = @"Classic";
    classicTitle.fontSize = 25;
    classicTitle.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    classicTitle.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    classicTitle.fontColor = [SKColor darkGrayColor];
    classicTitle.position = CGPointMake(self.size.width/2, self.size.height/2+50);
    classicTitle.name = @"classicTitle";
    [self addChild:classicTitle];

另一个

    SKSpriteNode *arcadeMode = [SKSpriteNode spriteNodeWithImageNamed:@"bubble.png"];
    arcadeMode.size = CGSizeMake(130, 130);
    arcadeMode.position = CGPointMake(self.size.width/2+68, self.size.height/2-65);
    arcadeMode.name = @"arcadeMode";
    [self addChild:arcadeMode];

    SKLabelNode *arcadeTitle = [SKLabelNode labelNodeWithFontNamed:@"Noteworthy"];
    arcadeTitle.text = @"Arcade";
    arcadeTitle.fontSize = 25;
    arcadeTitle.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    arcadeTitle.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    arcadeTitle.fontColor = [SKColor darkGrayColor];
    arcadeTitle.position = CGPointMake(self.size.width/2+68, self.size.height/2-65);
    arcadeTitle.name = @"arcadeTitle";
    [self addChild:arcadeTitle];

碰撞:

    //collision  and contact detection
    self.physicsBody.categoryBitMask = arcadeCategory;

    //physics and collision detection
    classicMode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:classicMode.size];
    classicMode.physicsBody.dynamic = NO;  //no gravity
    classicMode.physicsBody.categoryBitMask = arcadeCategory;

    arcadeMode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:arcadeMode.size];
    arcadeMode.physicsBody.dynamic = NO;  //no gravity
    arcadeMode.physicsBody.categoryBitMask = classicCategory;

碰撞检测:

    //collision detection
    classicMode.physicsBody.categoryBitMask = classicCategory;
    classicMode.physicsBody.collisionBitMask = arcadeCategory;
    classicMode.physicsBody.contactTestBitMask = arcadeCategory;

    arcadeMode.physicsBody.categoryBitMask = arcadeCategory;
    arcadeMode.physicsBody.collisionBitMask = classicCategory;
    arcadeMode.physicsBody.contactTestBitMask = classicCategory;

1 个答案:

答案 0 :(得分:0)

1)代码中的第一个问题是两个静态实体从不碰撞使它们变得动态。所以至少要使一个或两个身体充满活力。

2)其次,对于线性运动,使用具有动态体体的body.physicsBody.velocity属性。

3)更改您的位掩码类别     classicMode.physicsBody.categoryBitMask = classicCategory;     classicMode.physicsBody.collisionBitMask = arcadeCategory;     classicMode.physicsBody.contactTestBitMask = arcadeCategory;

arcadeMode.physicsBody.categoryBitMask = arcadeCategory;

请记住,当两个实体相互接触或碰撞时,contactTestBitMask在spritekit中使用,而collisionBitMask用于将它们重叠或相互传递

我剪切了arcadeMode.physicsBody.collisionBitMask = classicCategory;     arcadeMode.physicsBody.contactTestBitMask = classicCategory;  来自你的代码,因为你总是定义它     classicMode.physicsBody.categoryBitMask = classicCategory;     classicMode.physicsBody.collisionBitMask = arcadeCategory;     classicMode.physicsBody.contactTestBitMask = arcadeCategory;所以不需要重新定义它

当您希望两个类别互相交互时,只使用contactTestBitMask和collisionBitMask

4)处理didbegincontact和didEndContact中的所有碰撞和碰撞逻辑