我有一颗应该在街区被解雇的子弹。 Bullet有6种不同的随机纹理来模仿不同的子弹。并且块具有随机选择的3种不同纹理,看起来有3种不同的块。我想在代码中指定如果子弹纹理是红色,并且块纹理是红色则分数应该增加,但如果子弹是红色并且块是绿色则将是游戏结束。我真的不知道如何在didBeginContact中告诉游戏。
到现在为止我有这个: 在GameScene& didMoveToView:
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let CgyBlock : UInt32 = 0b1
static let Bullet : UInt32 = 0b10
}
bullet.physicsBody = SKPhysicsBody(texture: bullet.texture, size: self.bullet.size)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Bullet
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.CgyBlock
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.usesPreciseCollisionDetection = true
在didBeginContact中:
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 & PhysicsCategory.CgyBlock != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Bullet != 0))
//and here I suppose I need to implement somehow something like
// && (bullet.texture = "redBullet") && (CgyBlock.texture = "greenBlock" || "blackBlock")
{
gameOver()
}
但我知道它不起作用。我也尝试在大括号内创建一个switch语句,它也不起作用。如何实现?
更新:这是一个块的制作方式:
var cgyBlock = SKSpriteNode()
let cgyArray = ["cyanBox", "greenBox", "yellowBox"]
func addCgyLine () {
cgyBlock = SKSpriteNode(imageNamed: "cyanBox")
var randomCGY = Int(arc4random_uniform(3))
cgyBlock.texture = SKTexture(imageNamed: cgyArray[randomCGY])
cgyBlock.physicsBody = SKPhysicsBody(texture: cgyBlock.texture, size: cgyBlock.size)
cgyBlock.physicsBody?.dynamic = true
cgyBlock.physicsBody?.categoryBitMask = PhysicsCategory.CgyBlock
cgyBlock.physicsBody?.contactTestBitMask = PhysicsCategory.Bullet
cgyBlock.physicsBody?.collisionBitMask = PhysicsCategory.None
cgyBlock.position = CGPointMake(size.width + cgyBlock.size.width/2, CGRectGetMidY(self.frame) + 60)
addChild(cgyBlock)
let actionMove = SKAction.moveTo(CGPoint(x: -cgyBlock.size.width/2, y: CGRectGetMidY(self.frame) + 60), duration: 3)
let actionDone = SKAction.removeFromParent()
cgyBlock.runAction(SKAction.sequence([actionMove, actionDone]))
SKActionTimingMode.EaseOut
}
然后我在didMoveToView中执行runAction。
子弹:
var cannon = SKSpriteNode(imageNamed: "cannon")
var bulletInCannon = SKSpriteNode()
var bullet = SKSpriteNode()
let bulletArray = ["redBullet","magentaBullet", "blueBullet", "cyanBullet", "greenBullet", "yellowBullet"]
//didMoveToView:
var randomBullet = Int(arc4random_uniform(6))
bulletInCannon = SKSpriteNode(imageNamed: bulletArray[randomBullet])
bulletInCannon.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
addChild(bulletInCannon)
//touchesEnded:
var randomBullet = Int(arc4random_uniform(6))
bullet = SKSpriteNode(texture: bulletInCannon.texture)
bullet.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
bullet.name = bulletArray[randomBullet]
bullet.physicsBody = SKPhysicsBody(texture: bullet.texture, size: self.bullet.size)
bullet.physicsBody?.dynamic = true
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Bullet
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.CgyBlock
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.usesPreciseCollisionDetection = true
addChild(bullet)
bulletInCannon.texture = SKTexture(imageNamed: bulletArray[randomBullet])
答案 0 :(得分:3)
几乎没有办法:
您可以使用节点的userData属性。
bullet.userData = ["type" : "white"]
要访问它:
println(bullet.userData?["type"])
您可以创建自定义Bullet类,它是SKSpriteNode的子类,并创建名为“type”的属性,并在didBeginContact中创建以访问该属性。
class Bullet: SKSpriteNode {
var type:String = ""
init(type:String) {
self.type = type //later you are accessing this with bulletNode.type
//This is just an simple example to give you a basic idea what you can do.
//In real app you should probably implement some kind of security check to avoid wrong type
let texture = SKTexture(imageNamed: type)
super.init(texture: texture, color: nil, size: texture.size())
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
您也可以使用bullet.name
属性,并在创建时根据项目符号/块颜色适当地设置它。稍后在didBeginContact中,您将检查bullet.name
以查找项目符号类型。块也一样。
func spawnBulletWithType(type:String) -> SKSpriteNode{
//set texture based on type
//you can pass here something like white_bullet
let atlas = SKTextureAtlas(named: "myAtlas")
//here, if passed white_bullet string, SpriteKit will search for texture called white_bullet.png
let bullet = SKSpriteNode(texture:atlas.textureNamed(type))
bullet.name = type // name will be white_bullet, and that is what you will search for in didBeginContact
bullet.physicsBody = SKPhysicsBody(texture: bullet.texture, size: bullet.size)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Bullet
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.CgyBlock
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.usesPreciseCollisionDetection = true
return bullet
}
编辑:
根据您最近的评论,您可能会这样做:
let bulletArray = ["redBullet","magentaBullet", "blueBullet", "cyanBullet", "greenBullet", "yellowBullet"]
//didMoveToView:
var randomBullet = Int(arc4random_uniform(6))
let bulletType = bulletArray[randomBullet]
bulletInCannon.name = bulletType
bulletInCannon = SKSpriteNode(imageNamed: bulletType )
bulletInCannon.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
addChild(bulletInCannon)
//touchesEnded:
var randomBullet = Int(arc4random_uniform(6))
bullet = SKSpriteNode(texture: bulletInCannon.texture)
bullet.name = bulletInCannon.name
bullet.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
bullet.physicsBody = SKPhysicsBody(texture: bullet.texture, size: self.bullet.size)
bullet.physicsBody?.dynamic = true
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Bullet
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.CgyBlock
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.usesPreciseCollisionDetection = true
addChild(bullet)
let bulletType = bulletArray[randomBullet]
bulletInCannon.texture = SKTexture(imageNamed: bulletType)
bulletInCannon.name = bulletType
答案 1 :(得分:2)
首先,您需要为项目符号和块定义一个类 然后,您可以定义TextureTypes来存储纹理类型(红色,绿色,......),并将随机方法生成的任何内容设置为此类型的类变量。 然后,您应该管理联系人并找出BodyA和BodyB的节点。之后,根据节点的纹理类型,很容易做任何你喜欢的事情,
澄清我已将Textures定义为新Type
的代码
enum TextureTypes: String {
case Red,Green
var description:String {
switch self {
case Red:return “Red"
case Green:return “Green”
case Green:return “Blue"
}
}
}
Blockclass和BulletClass都从SKNode继承,因为它们是一个节点!
class BlockClass:SKNode {
var NodesTexture : TextureTypes = TextureTypes.Red
}
class BulletClass:SKNode {
var NodesTexture : TextureTypes = TextureTypes.Red
}
将以下代码写入
didBeginContact
方法以检测节点的TextureType
if (contact.bodyA.categoryBitMask == PhysicsCategory.Bullet) &&
(contact.bodyB.categoryBitMask == PhysicsCategory.CgyBlock)
{
Ablock = (BlockClass *) contact.bodyB.node;
Abullet = (BulletClass *) contact.bodyA.node;
}
if (contact.bodyA.categoryBitMask == PhysicsCategory.CgyBlock) &&
(contact.bodyB.categoryBitMask == PhysicsCategory.Bullet)
{
Ablock = (BlockClass *) contact.bodyA.node;
Abullet = (BulletClass *) contact.bodyB.node;
if ( Ablock.NodesTexture = TextureTypes.Red )
{
NSLOG(“A Red Block Detected”)
}
}
不要忘记定义BlocksClass和BulletClass
类型的块和项目符号