我创建了一个带有圆形物理体的精灵。我想在与另一个身体接触/碰撞时将圆形变成一个矩形的物理体。我相信这应该在didBeginContact
中完成。这是我到目前为止所做的事情
ball.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2)
self.addChild(ball)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.size.width/2)
ball.physicsBody?.friction = 0
ball.physicsBody?.restitution = 1.2
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.angularDamping = 0
ball.physicsBody?.allowsRotation = false
ball.physicsBody?.applyImpulse(CGVectorMake(2, -4))
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 == ballCategory && secondBody.categoryBitMask == enemyCategory {
//change ball physics shape here
}
}
答案 0 :(得分:0)
请记住,物理主体属于某个节点。它只是一个属性,它依赖于该节点存在。您所要做的就是在节点的physicsBody属性中将一个主体换成另一个主体:
//inside of didBeginContact, say you want to change firstBody's body to rectangle
firstBody.node.physicsBody = SKPhysicsBody(rectangleOfSize:...)