我找不到任何有关我的问题的帮助或解决方案。我有4个SKSpriteNodes:bottomGoalGreen,topGoalGreen,bottomGoalBlue和topGoalBlue。我还有一个名为ball的SKSpriteNode球。我的第一个问题是当我的球碰撞时,例如topGoalGreen或bottomGoalGreen,我希望topGoalGreen被移除以及bottomGoalGreen然后topGoalBlue和bottomGoalBlue出现,反之亦然。我的另一个问题是我的球和碰撞。我有两个SKAction.moveToY,所以球可以在屏幕上上下移动。我想知道SKActions是否是导致碰撞不会发生的原因的罪魁祸首。我希望我改进了我的问题。如果没有,我会再次尝试澄清。
import Foundation
import SpriteKit
import UIKit
struct PhysicsCatagory {
static let bottomGoalGreen : UInt32 = 1
static let topGoalGreen : UInt32 = 2
static let bottomGoalBlue : UInt32 = 4
static let topGoalBlue : UInt32 = 8
static let ball : UInt32 = 16
}
class GamePlayScene: SKScene, SKPhysicsContactDelegate {
var topGoalGreen = SKSpriteNode(imageNamed: "green goal (top).png")
var bottomGoalGreen = SKSpriteNode(imageNamed: "green goal (bottom).png")
var topGoalBlue = SKSpriteNode(imageNamed: "blue goal (top).png")
var bottomGoalBlue = SKSpriteNode(imageNamed: "blue goal (bottom).png")
var ball = SKSpriteNode(imageNamed: "green ball.png")
override func didMoveToView(view: SKView) {
//setup scene
physicsWorld.gravity = CGVector.zeroVector
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
self.scene?.backgroundColor = UIColor.blackColor()
self.scene?.size = CGSize(width: 640, height: 1136)
//Top goal green code
topGoalGreen.position = CGPoint (x: self.size.width * 0.5, y: self.size.width * 1.52)
topGoalGreen.physicsBody = SKPhysicsBody(rectangleOfSize: topGoalGreen.size)
topGoalGreen.size = CGSize (width: 300, height: 309)
topGoalGreen.physicsBody?.dynamic = false
topGoalGreen.physicsBody?.categoryBitMask = PhysicsCatagory.topGoalGreen
topGoalGreen.physicsBody?.collisionBitMask = 0
topGoalGreen.physicsBody?.contactTestBitMask = PhysicsCatagory.ball
self.addChild(topGoalGreen)
//Bottom goal code
bottomGoalGreen.position = CGPoint (x: self.size.width * 0.5, y: self.size.width * 0.252)
bottomGoalGreen.size = CGSize (width: 300, height: 309)
bottomGoalGreen.physicsBody?.dynamic = false
bottomGoalGreen.physicsBody?.categoryBitMask = PhysicsCatagory.bottomGoalGreen
bottomGoalGreen.physicsBody?.contactTestBitMask = PhysicsCatagory.ball
self.addChild(bottomGoalGreen)
//Ball code
ball.position = CGPoint (x: self.size.width * 0.5, y: self.size.width * 0.9)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.size.width / 2)
ball.size = CGSize (width: 80, height: 82)
ball.physicsBody?.dynamic = true
ball.physicsBody?.categoryBitMask = PhysicsCatagory.ball
ball.physicsBody?.collisionBitMask = 0
ball.physicsBody?.contactTestBitMask = PhysicsCatagory.topGoalGreen
ball.physicsBody?.categoryBitMask = PhysicsCatagory.bottomGoalGreen
ball.physicsBody?.collisionBitMask = PhysicsCatagory.bottomGoalGreen
ball.physicsBody?.contactTestBitMask = PhysicsCatagory.bottomGoalGreen
let moveBallUp = SKAction.moveToY(1040, duration: 2)
let moveBallDown = SKAction.moveToY(90, duration: 2)
let moveUpAndDown = SKAction.sequence([moveBallUp, moveBallDown])
let moveUpAndDownForever = SKAction.repeatActionForever(moveUpAndDown)
ball.runAction(moveUpAndDownForever)
self.addChild(ball)
}
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody = contact.bodyA
var secondBody : SKPhysicsBody = contact.bodyB
if (((firstBody.categoryBitMask == PhysicsCatagory.topGoalGreen) && (secondBody.categoryBitMask == PhysicsCatagory.ball)) ||
((firstBody.categoryBitMask == PhysicsCatagory.ball) && (secondBody.categoryBitMask == PhysicsCatagory.topGoalGreen))){
CollisionWithBall(firstBody.node as! SKSpriteNode, ball: secondBody.node as! SKSpriteNode)
NSLog("Collision!")
}
}
func CollisionWithBall(topGoalGreen : SKSpriteNode, ball : SKSpriteNode) {
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
答案 0 :(得分:1)
我弄明白我错过了什么。我错过了SKPhysicsBody的目标和球。感谢其他评论者试图帮助我。
//Top goal green code
topGoalGreen.position = CGPoint (x: self.size.width * 0.5, y: self.size.width * 1.67)
topGoalGreen.size = CGSize (width: 400, height: 80)
topGoalGreen.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize (width: 10, height: 10))
topGoalGreen.physicsBody?.dynamic = false
topGoalGreen.physicsBody?.categoryBitMask = PhysicsCatagory.topGoalGreen
topGoalGreen.physicsBody?.contactTestBitMask = PhysicsCatagory.ball
self.addChild(topGoalGreen)
答案 1 :(得分:0)
要注册联系人,您应该设置联系代表。
physicsWorld.contactDelegate = self
否则,您无法使用didBeginContact or didEndContact等方法。此外,您必须正确设置类别,接触和碰撞位掩码,以使一切正常工作。所以,接下来的事情就是正确设置类别和联系位掩码。
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball
//Contact will be registered when ball makes a contact with top or bottom goal.
ball.physicsBody?.contactTestBitMask = PhysicsCategory.topGoal | PhysicsCategory.bottomGoal
您必须遵循此原则以及顶部和底部目标节点。
rickster查看this great answer以了解在SpriteKit中使用物理引擎时的工作原理。