我正在做一个射击游戏我到目前为止的问题是当子弹与敌人碰撞并调用功能更新分数时,他们会调用该函数大约10次,继承人我的didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
var firstBody :SKPhysicsBody
var secondBody :SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask == CollisionCategories.Bullet) &&
(secondBody.categoryBitMask == CollisionCategories.Enemy) {
println("Hit")
firstBody.node!.removeFromParent()
secondBody.node!.removeFromParent()
//change score
updateScore(1)
}
}
答案 0 :(得分:0)
我遇到的问题是Enemy将其physicsBody配置为大小纹理,通过将其从纹理更改为circleOfRadius,工作正常。
自:
Enemy.physicsBody = SKPhysicsBody(texture: texture, size: texture.size())
要:
Enemy.physicsBody = SKPhysicsBody(circleOfRadius: (Enemy.size.width/2))