我正在制作一个游戏,我需要让我的spriteNodes发生碰撞。我按照教程,但它不适合我。
当我运行游戏并且两个对象发生碰撞时,输出监视器中没有println(“beginContact”),因此不会调用didBeginContact函数。
override init(size:CGSize) {
super.init(size: size)
player.planeSprite = SKSpriteNode(imageNamed: "plane5")
player.planeSprite.physicsBody? = SKPhysicsBody(rectangleOfSize: player.planeSprite.size)
player.planeSprite.physicsBody?.dynamic = true;
player.planeSprite.physicsBody?.categoryBitMask = playerCategory;
player.planeSprite.physicsBody?.contactTestBitMask = noteCategory;
player.planeSprite.physicsBody?.collisionBitMask = 0;
player.planeSprite.physicsBody?.usesPreciseCollisionDetection = true;
player.planeSprite.position = CGPointMake(player.legalPositions[1], player.planeSprite.size.height/2)
self.addChild(player.planeSprite)
}
func addNote() {
var note:SKSpriteNode = SKSpriteNode(imageNamed: "note")
note.physicsBody? = SKPhysicsBody(rectangleOfSize: note.size)
note.physicsBody?.dynamic = true
note.physicsBody?.categoryBitMask = noteCategory
note.physicsBody?.contactTestBitMask = playerCategory
note.physicsBody?.collisionBitMask = 0
let minX = note.size.width/2
let maxX = self.frame.size.width - note.size.width/2
let rangeX = maxX - minX
let position = Int(arc4random_uniform(3))
note.position = CGPointMake(player.legalPositions[position], self.frame.size.height + note.size.height)
self.addChild(note)
}
func didBeginContact(contact: SKPhysicsContact!) {
println("beginContact")
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 & noteCategory) != 0 && (secondBody.categoryBitMask & playerCategory) != 0 ) {
println("if statement")
playerDidCollideWithNote(firstBody.node as SKSpriteNode, note: secondBody.node as SKSpriteNode)
}
}
func playerDidCollideWithNote(plane:SKSpriteNode, note:SKSpriteNode) {
println("hit")
note.removeFromParent()
}
答案 0 :(得分:12)
多次完成这个错误。
您首先需要继承SKPhysicsContactDelegate:
class GameScene: SKScene, SKPhysicsContactDelegate { ... }
然后在didMoveToView方法中添加:
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
}
将GameScene实例设置为physicsWorld的contactDelegate。
答案 1 :(得分:10)
如果您使用Xcode8.0 Swift3.0,则无法使用
var peer = new Peer('sane-03', {key: '97za6osy6ulkgldi'});
var conn = peer.connect('sanen-02');
if (conn) {
conn.on('open', function(){
conn.send('hi, connection opened!');
});
}
document.getElementById("1").onclick = function() {
conn.send('Hello again');
};
所以你应该使用它。
func didBeginContact(contact: SKPhysicsContact!) {}
答案 2 :(得分:-1)
来自文档,
实现SKPhysicsContactDelegate协议的对象可以在两个物理实体重叠时做出响应 contactTestBitMask值在物理学中相互接触 世界。要接收联系人消息,请设置contactDelegate SKPhysicsWorld对象的属性。代表在a时被调用 联系开始或结束。
因此,您需要采用SKPhysicsContactDelegate
协议并通过
physicsWorld
的{{1}}属性设置为SKScene
contactDelegate
另外,你应该删除?来自以下陈述
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
}
}