So I have this code from the tutorial:
func didBeginContact(contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody?
var secondBody: SKPhysicsBody?
var body: SKPhysicsBody
//contact.bodyB.node!.physicsBody!.allContactedBodies().count
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
println("1 = A, 2 = B")
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
println("2 = A, 1 = B")
}
// 2
if ((firstBody!.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody!.categoryBitMask & PhysicsCategory.Projectile != 0)) {
for var c = 1; c <= contact.bodyB.node!.physicsBody!.allContactedBodies().count; c++ {
projectileDidCollideWithMonster(firstBody!.node as! SKSpriteNode, monster: secondBody!.node as! SKSpriteNode)
}
secondBody!.node?.removeFromParent()
}
}
func projectileDidCollideWithMonster(projectile:SKSpriteNode, monster:SKSpriteNode) {
println("Hit")
changeScore(1)
changeAmo(true)
projectile.removeFromParent()
monster.removeFromParent()
}
Then what is happening is that a projectile sometimes hit TWO monsters at once.
When this happens - didBeginContact method crashes saying that secondBody is nil.
After a thorough research I found out the reason:
when projectile collides with two other nodes at once - this method runs two times. After the first run - if gets bodyA as projectile, bodyB as a monster - passes them on to projectileDidCollideWithMonster
and it removes them both. then it runs immediately again but at that moment projectile doesn't exist anymore and it crashes not able to assign it's node.
I have no idea how to overcome this:( any suggestions, please?
SOLUTION: Thanks to ideas below i did some changes.
added and array and a trigger at the top of the class:
var bodiesToBeRemoved = [SKSpriteNode]()
var shouldRemoveBodies = false
and did these modifications:
func projectileDidCollideWithMonster(projectile:SKSpriteNode, monster:SKSpriteNode) {
/* Called when collisions is detected and collided nodes are passed to it */
//score and stuff
println("Hit")
changeScore(1)
changeAmo(true)
//collect the nodes to be removed
bodiesToBeRemoved.append(projectile)
bodiesToBeRemoved.append(monster)
//change the trigger to remove collected nodes later on
shouldRemoveBodies=true
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
//check the trigger
if shouldRemoveBodies == true {
println("\(bodiesToBeRemoved.count)")
//remove collected nodes
for var i = 0; i<bodiesToBeRemoved.count; i++ {
bodiesToBeRemoved[i].removeFromParent()
}
//reset array
bodiesToBeRemoved.removeAll(keepCapacity: false)
//reset the trigger
shouldRemoveBodies = false
} else {
//do nothing:)
}
}
答案 0 :(得分:2)
Instead of removing your projectile immediately, just mark it for removal (e.g. by setting a boolean flag, or adding it to some collection if it's not already in the collection). Then later, before the next physics check (e.g. at the end of this frame), go through and remove all projectiles marked for removal.
答案 1 :(得分:0)
检查它是否为零或不比检查每个节点的标记更好。
func removeNodeFromPhysicsBody(ps: SKPhysicsBody){
if (ps.node != nil){
ps.node?.removeFromParent()
}
}
func wallDidCollideWithMeteor(wall:SKPhysicsBody, meteor:SKPhysicsBody) {
removeNodeFromPhysicsBody(wall)
removeNodeFromPhysicsBody(meteor)
}