覆盖SpriteKit中的冲突

时间:2015-04-21 10:23:06

标签: sprite-kit collision-detection skspritenode skphysicsbody skphysicscontact

我想在SpriteKit中覆盖碰撞。

我的想法是,我有一个球在场景周围反弹。当didBeginContact检测到边缘和球之间的接触时,我希望球以随机方向和速度反弹。

import SpriteKit


class GameScene: SKScene, SKPhysicsContactDelegate {

let kEdgeCollisionCategory:UInt32 = 0x1 << 1
let kSquareCollisionCategory:UInt32 = 0x1 << 2

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    // Physics world
    self.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
    self.physicsWorld.contactDelegate = self       

    // Edge
    let frameEdges = SKNode()
    frameEdges.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    frameEdges.physicsBody?.categoryBitMask = kEdgeCollisionCategory
    self.addChild(frameEdges)

// Sprite
    var sprite = SKSpriteNode(imageNamed: "blue")
    sprite.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(sprite.size.width, sprite.size.height))
    sprite.physicsBody?.restitution = 1.0
    sprite.physicsBody?.linearDamping = 0.0
    sprite.physicsBody?.angularDamping = 0.0
    sprite.physicsBody?.friction = 0.0
    sprite.physicsBody?.dynamic = true
    sprite.physicsBody?.categoryBitMask = kSquareCollisionCategory
    sprite.physicsBody?.collisionBitMask = kEdgeCollisionCategory
    sprite.physicsBody?.contactTestBitMask = kEdgeCollisionCategory
    self.addChild(sprite)
}



func didBeginContact(contact: SKPhysicsContact) {

    var firstBody:SKPhysicsBody?
    var second:SKPhysicsBody?


    if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
        firstBody = contact.bodyA
        secondBody = contact.bodyB
    }
    else {
        firstBody = contact.bodyB
        secondBody = contact.bodyA
    }

    var randomX = CGFloat(arc4random_uniform(UInt32(4))))
    var randomY = CGFloat(arc4random_uniform(UInt32(4))))

    if firstBody!.categoryBitMask == kSquareCollisionCategory && secondBody!.categoryBitMask == kEdgeCollisionCategory {
        firstBody!.velocity = (CGVectorMake(firstBody!.velocity.dx * randomX, firstBody!.velocity.dy * randomY))
    }

}

}

2 个答案:

答案 0 :(得分:0)

接触后,您可以根据球的当前矢量向球施加力或冲击力。例如,在接触球时,球的矢量是(30,-20)。此示例向量转换为向右和向下移动的球。然后,您可以应用一个新的矢量,使球向左和向上移动(-20,25)。您可以使用arc4random设置新值或设置静态值。

如果您需要,请阅读物理机构using vectors

答案 1 :(得分:0)

你的问题在这里,

 if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
    firstBody = contact.bodyA
    secondBody = contact.bodyB
}
else {
    firstBody = contact.bodyB
    secondBody = contact.bodyA
}

这意味着第一个主体具有kEdgeCollisionCategory的categoryBitMask,第二个主体具有kSquareCollisionCategory的categoryBitMask。所以改成这个,

 if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
    firstBody = contact.bodyB
    secondBody = contact.bodyA
}
else {
    firstBody = contact.bodyA
    secondBody = contact.bodyB
}

要获得随机数,请使用

int minSpeed = 1;
int maxSpeed = 20;
int randNum = rand() % (max-min) + min;

然后对所需的身体施加冲动。