我正在制作一个简单的基于物理的游戏。除碰撞检测外,一切正常。感觉就像被忽略的didBeginContact方法一样。
我尝试了几种配置" PhysicsCategory"的方法。 struct(甚至使用枚举)和bodyA / bodyB联系语句的几种形式。
我完全没有想法。我可以让2个物体碰撞,但它们只会相互反弹。没有错误,也没有记录到控制台。我希望我犯了一个我忽略的微不足道的错误。
以下是所有相关代码。如果它很重要...在didMoveToView
中调用setupPhysics()PhysicsCategory Struct
struct PhysicsCategory {
static let None: UInt32 = 0
static let Fish: UInt32 = 0b1
static let Bird: UInt32 = 0b10
static let BottomEdge: UInt32 = 0b100}
物理设置方法
//MARK: - Physics Methods
func setupPhysics() {
/* Physics World */
physicsWorld.gravity = CGVectorMake(0, -9.8)
physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
/* Bottom Collision Rect */
let bEdge = CGRect(x: CGPointZero.x, y: CGPointZero.y, width: size.width, height: size.height * 0.005)
let bottomEdge = SKShapeNode(rect: bEdge)
bottomEdge.physicsBody = SKPhysicsBody(edgeLoopFromRect: bEdge)
bottomEdge.physicsBody!.categoryBitMask = PhysicsCategory.BottomEdge
bottomEdge.physicsBody!.collisionBitMask = PhysicsCategory.Fish
bottomEdge.physicsBody!.dynamic = false
gameLayer.addChild(bottomEdge)
/* Fish */
fish.physicsBody = SKPhysicsBody(circleOfRadius: blowfish.size.height / 2.1)
fish.physicsBody!.allowsRotation = false
fish.physicsBody!.categoryBitMask = PhysicsCategory.Fish
fish.physicsBody!.collisionBitMask = PhysicsCategory.Bird | PhysicsCategory.BottomEdge
/* Left Random Bird */
randomLeftBird.physicsBody = SKPhysicsBody(rectangleOfSize: randomLeftBird.size)
randomLeftBird.physicsBody!.affectedByGravity = false
randomLeftBird.physicsBody!.allowsRotation = false
randomLeftBird.physicsBody!.categoryBitMask = PhysicsCategory.Bird
randomLeftBird.physicsBody!.collisionBitMask = PhysicsCategory.Fish
/* Random Right Bird */
randomRightBird.physicsBody = SKPhysicsBody(rectangleOfSize: randomRightBird.size)
randomRightBird.physicsBody!.affectedByGravity = false
randomRightBird.physicsBody!.allowsRotation = false
randomRightBird.physicsBody!.categoryBitMask = PhysicsCategory.Bird
randomRightBird.physicsBody!.collisionBitMask = PhysicsCategory.Fish
}
didBeginContact Setup
func didBeginContact(contact: SKPhysicsContact!) {
let collision: UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == PhysicsCategory.Fish | PhysicsCategory.Bird {
println("COLLISON WITH BIRD!")
updateLives()
} else if collision == PhysicsCategory.Fish | PhysicsCategory.BottomEdge {
println("EPIC FAIL!")
}
}
答案 0 :(得分:0)
我认为您的代码中没有使用contactTestBitMask
。那个控制你是否收到联系代表消息 - collisionBitMask
只控制它们是否发生碰撞(反弹)。
这些是独立的,因此即使对于不互相反弹的类别,您也可以获得联系委托消息,但这意味着您也可以发生不发送消息的冲突。 (如果您不希望游戏逻辑适用于各种类型的碰撞,那将是一件好事。)您需要的任何联系消息都需要明确请求。