我有两个独立的节点和他们自己的物理体,当它们发生碰撞时,一个带有高分和重放按钮的SKScene应该出现。这就是我的场景:
func didBeginContact(contact: SKPhysicsContact) {
gameOver()
print("gameOver")
}
这就是我的节点物理机构的设置方式:
func createDown(position: CGPoint) -> SKNode {
let circleNode = SKSpriteNode()
let circle = SKSpriteNode(imageNamed: "first@2x")
circleNode.position = CGPointMake(position.x, position.y)
circleNode.physicsBody = SKPhysicsBody(circleOfRadius: 30)
circleNode.physicsBody?.dynamic = false
circle.size = CGSize(width: 75, height: 75)
circleNode.addChild(circle)
circleNode.name = "circleNode"
circle.name = "CIRCLE"
let up = SKAction.moveByX(0, y: -9000, duration: 100)
physicsBody?.categoryBitMask = blackCategory
circleNode.runAction(up)
return circleNode
}
func playerPhysics() {
player.physicsBody = SKPhysicsBody(circleOfRadius: 30)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.categoryBitMask = playerCategory
player.physicsBody?.contactTestBitMask = blackCategory
}
这是我的gameOver功能:
func gameOver() {
gameEnd = true
let reveal = SKTransition.fadeWithDuration(1)
let scene = GameOver(size: self.scene!.size)
view!.presentScene(scene, transition: reveal)
}
我错过了什么吗?如有必要,将发布更多代码。
答案 0 :(得分:0)
当两个节点发生碰撞时,只需使用intersectsNode并调用gameOver()。
if yourNode.intersectsNode(yourSecondNode) {
gameOver()
}
SKNode类参考:SKNode
答案 1 :(得分:-1)
You need to add the physics world as a contact delegate for your methods to work.
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
And like Whirlwind said, you need to set your categoryBitMask
and contactTestBitMask
for the circle node.
Then everything should work. I hope I could help.