我正在开始一款新游戏并立刻遇到一个奇怪的问题。在我的didMoveToView函数中,我有以下内容在框架内(整个屏幕)放置我的精灵边界
self.physicsBody=SKPhysicsBody(edgeLoopFromRect: self.frame)
以下代码在触摸点添加SKSpriteNode,并添加一个带有永久重复的rotatebyangle动作
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(balloonWorld)
let nodeAtPoint = self.nodeAtPoint(location)
if(nodeAtPoint.name == nil) {
let location = touch.locationInNode(self)
let randNum:Int = Int.random(min: 0, max: 7)
var stringColor:String = (balloonColors.objectAtIndex(randNum) as String)
stringColor = stringColor.stringByReplacingOccurrencesOfString("face",
withString :"")
let sprite = Balloon(theColor:stringColor)
//let spriteFileName:String = balloonColors.objectAtIndex(randNum) as String
//let sprite = SKSpriteNode(imageNamed:spriteFileName)
sprite.xScale = 0.5
sprite.yScale = 0.5
sprite.position = location
sprite.zPosition = SceneLevel.hero.rawValue
balloonWorld!.addChild(sprite)
let action = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)
sprite.runAction(SKAction.repeatActionForever(action))
} else {
nodeAtPoint.removeFromParent()
println(nodeAtPoint.name)
}
}
}
我按照以下方式设置了balloonWorld:
balloonWorld = SKNode()
self.addChild(balloonWorld!)
我的问题是,有时气球精灵不会从边缘反弹,而只是继续通过边缘永远不会再被看到。
有什么建议吗?
谢谢, 肯
根据请求,这里是设置物理机构的代码
气球:
class Balloon: SKNode {
// properties
var myColor:String?
var objectSprite:SKSpriteNode?
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init(theColor:String){
super.init()
self.myColor=theColor
let imageFileName = "\(theColor)face"
let objectSprite:SKSpriteNode = SKSpriteNode(imageNamed:imageFileName)
objectSprite.physicsBody = SKPhysicsBody(circleOfRadius: objectSprite.size.height / 2.0)
objectSprite.physicsBody?.affectedByGravity = true
objectSprite.name = theColor + " balloon"
addChild(objectSprite)
}
}
我没有在边界上设置物理主体,因为我需要的只是行self.physicsBody = SKPhysicsBody(edgeLoopFrom Rect : self:frame)
,因为边界具有相同的帧。
我尝试添加以下内容,但这并没有改变行为:
let borderShape=SKShapeNode(rect: CGRectMake(self.frame.origin.x+2, self.frame.origin.y+2, self.frame.size.width-4, self.frame.size.height-4))
borderShape.fillColor=SKColor.clearColor()
borderShape.strokeColor=SKColor.blackColor()
borderShape.lineWidth=1
borderShape.physicsBody?.categoryBitMask=BodyType.boundary.rawValue
borderShape.zPosition=SceneLevel.border.rawValue
borderShape.physicsBody=SKPhysicsBody(edgeLoopFromRect: borderShape.frame)
balloonWorld!.addChild(borderShape)
答案 0 :(得分:0)
创建一个枚举来区分两种类型的精灵:
enum ColliderType {
case sprite1 = 1
case sprite2 = 2
}
您需要添加一个接触和碰撞位掩码,如下所示:
borderShape.physicsBody?.contactTestBitMask = ColliderType.sprite2.rawValue
还要添加collisionBitMask:
borderShape.physicsBody?.collisionBitMask = ColliderType.sprite2.rawValue
对sprite2执行相同的操作并将其设置为collisionBitMask,并将它的contactTestBitMask设置为sprite1的rawValue。确保将此类设置为contactDelegate,以便通过一个在两个对象发生碰撞时通知您的函数收到警告:
self.physicsWorld?.contactDelegate = self
func didBeginContact(contact: SKPhysicsContact) {
[handle the contact however you would like to here]
}
我希望这有帮助!
答案 1 :(得分:0)
LearnCocos2D(Steffen Itterheim)在他的评论中指出了正确的方向。我使用的是moveTo / moveBy,物理引擎无法正确处理。一旦我根据冲动做出简单的动作,一切都运转正常。
谢谢Steffen