我有两种类型的碰撞。第一个是太空船和小行星(这已经处理过了)但是我无法处理第二种类型的碰撞,我的spaceShipLazer击中了敌人的空间。在第二种情况下,我有药物/多次碰撞或有时完美的碰撞。
我的enemySpaceShip是一个EnemySpaceShip类,它是SKSpriteNode的子类。
所以问题是关于第二次碰撞。是否有多次不期望的碰撞。我怎么解决它?
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == CollisionCategories.PlayerSpaceShip && contact.bodyB.categoryBitMask == CollisionCategories.Asteroid || contact.bodyB.categoryBitMask == CollisionCategories.PlayerSpaceShip && contact.bodyA.categoryBitMask == CollisionCategories.Asteroid {
if !gameOver && !playerWasHit {
playerWasHit = true
self.pauseTheGame()
//spaceShip vs asteroid animation
let fadeOutAction = SKAction.fadeOutWithDuration(0.1)
fadeOutAction.timingMode = SKActionTimingMode.EaseOut
let fadeInAction = SKAction.fadeInWithDuration(0.1)
fadeInAction.timingMode = SKActionTimingMode.EaseOut
let blinkAction = SKAction.sequence([fadeOutAction, fadeInAction])
let blinkRepeatAction = SKAction.repeatAction(blinkAction, count: 3)
let delayAction = SKAction.waitForDuration(0.2)
let gameOverAction = SKAction.runBlock({ () -> Void in
self.gameSettings.lives--
self.gameDelegate?.gameDelegateDidUpdateLives()
if self.gameSettings.lives > 0 {
self.respawn()
} else {
self.gameSettings.recordScores(self.gameSettings.currentScore)
self.gameDelegate?.gameDelegateGameOver(self.gameSettings.currentScore)
self.gameOver = true
self.pauseTheGame()
}
})
let gameOverSequence = SKAction.sequence([blinkRepeatAction, delayAction, gameOverAction])
spaceShipLayer.runAction(gameOverSequence)
}
if soundOn {
let hitSoundAction = SKAction.playSoundFileNamed("hitSound.wav", waitForCompletion: true)
runAction(hitSoundAction)
}
//second case playerLazer vs enemySpaceShip
} else if contact.bodyA.categoryBitMask == CollisionCategories.PlayerLaser && contact.bodyB.categoryBitMask == CollisionCategories.EnemySpaceShip || contact.bodyB.categoryBitMask == CollisionCategories.PlayerLaser && contact.bodyA.categoryBitMask == CollisionCategories.EnemySpaceShip {
contact.bodyA.node?.removeFromParent()
contact.bodyB.node?.removeFromParent()
}
}
答案 0 :(得分:0)
我找到了让一切变得完美的决定:
只是第二部分应该是这样的: 如果
contact.bodyA.categoryBitMask == CollisionCategories.PlayerLaser &&
contact.bodyB.categoryBitMask == CollisionCategories.EnemySpaceShip ||
contact.bodyA.categoryBitMask == CollisionCategories.EnemySpaceShip &&
contact.bodyB.categoryBitMask == CollisionCategories.PlayerLaser
{
contact.bodyA.node?.physicsBody?.categoryBitMask = CollisionCategories.None
contact.bodyB.node?.physicsBody?.categoryBitMask = CollisionCategories.None
contact.bodyA.node?.removeFromParent()
contact.bodyB.node?.removeFromParent()
self.addPoints(5)
}
}
所以我做了.None categoryBitMask并在碰撞检测后应用它,所以现在点和spriteNode行为是正确的!