检测Swift中的物理接触2

时间:2015-12-17 17:40:08

标签: ios swift sprite-kit skphysicscontact

我想在我的应用中检测两个对象之间的联系。我有一个enum来定义不同的类型:

enum ColliderType: UInt32 {

    case Ball = 0b010
    case Object = 0b001
    case Gap = 0b100

}

我还在SKPhysicsContactDelegate添加了SKView

didMoveToView,我有

self.physicsWorld.contactDelegate = self

所以这是我定义的对象

ball = SKSpriteNode(texture: ballTexture)
    ball.position = CGPoint(x: CGRectGetMidX(self.frame) - self.frame.width/12, y: self.frame.size.height - (self.frame.size.height - 100))
    ball.physicsBody = SKPhysicsBody(circleOfRadius: ballTexture.size().height)
    ball.physicsBody!.dynamic = false
    ball.physicsBody?.allowsRotation = false
    ball.physicsBody!.categoryBitMask = ColliderType.Ball.rawValue
    ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
    ball.physicsBody!.collisionBitMask = ColliderType.Object.rawValue


let boxTexture = SKTexture(imageNamed: "Obstacle.png")
    let box1 = SKSpriteNode(texture: boxTexture)
    box1.size = CGSizeMake(self.frame.width/4, self.frame.width/8)
    box1.runAction(moveAndRemoveBoxes)
    box1.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
    box1.physicsBody!.dynamic = false
    box1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
    box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
    box1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue

let gap = SKSpriteNode()
    gap.size = box1.size
    gap.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
    gap.physicsBody!.dynamic = false
    gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
    gap.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
    gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue

didBeginContact函数中:

func didBeginContact(contact: SKPhysicsContact) {

    if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {

        print("score")
        score++

        scoreLabel.text = String(score)

    } else {

        if gameOver == false {

            gameOver = true

            self.speed = 0


        }

    }
}

如果您点击屏幕,球对象会从屏幕的一半跳到另一个屏幕,而名为box1的对象是"掉落"在屏幕的一半和"隐形"检测玩家是否通过而不与盒子发生碰撞的间隙位于屏幕的另一半。所以我想检测球是否碰到了间隙,让球员得分,否则球会与球碰撞

1 个答案:

答案 0 :(得分:1)

这是因为你的障碍物contactTestBitMask正在寻找对象,而不是Ball。你想要这个:box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue

鉴于新的变化:

ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue | ColliderType.Gap.rawValue

如果您想要联系工作,您需要检查差距值