好的,所以我有一个非常具体的问题,我希望我能帮到你。我会附上一张图片来澄清我在谈论的内容。
redball.physicsBody
正在boss.physicsBody
之上产生 - 堕落(通过)老板。与whitebar.physicsBody
发生碰撞 - 反弹并再次与boss.physicsBody
发生碰撞。这一次,我想发起一个事件,当球弹回来撞击老板时会注意到。
目前。老板& Ball共享相同的collisionBitMask,以便它们可以相互通过。当球与杆碰撞时,我试图将ball.physicsBody?.contactTestBitMask = PhysicsCategory.boss.rawValue
添加到球上。所以我可以注意到球与球之间的反击方式的碰撞老板。然而,这似乎不起作用。
有没有人能解决这个奇怪的问题?非常感谢一些帮助。
旁注:如果有人能找到一个聪明的标题,请告诉我并编辑它!
编辑:添加代码
enum PhysicsCategory : UInt32 {
case bar = 1
case ball = 2
case boss = 4
case noCollision = 8
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var score = Int()
var background = SKSpriteNode(imageNamed: "background.png")
var bar = SKSpriteNode(imageNamed: "bar.png")
var boss1 = SKSpriteNode(imageNamed: "boss1.png")
override func didMoveToView(view: SKView) {
self.scene?.size = CGSize(width: 640, height:1136)
physicsWorld.contactDelegate = self
background.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
background.zPosition = -20
self.addChild(background)
bar.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 8)
bar.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: bar.size.width, height: bar.size.height))
bar.physicsBody?.categoryBitMask = PhysicsCategory.bar.rawValue
bar.physicsBody?.contactTestBitMask = PhysicsCategory.ball.rawValue
bar.physicsBody?.collisionBitMask = PhysicsCategory.bar.rawValue
bar.physicsBody?.affectedByGravity = false
bar.physicsBody?.dynamic = false
self.addChild(bar)
boss1.position = CGPoint(x: self.frame.width, y: self.frame.height - boss1.size.height / 2)
boss1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: boss1.size.width, height: boss1.size.height))
boss1.physicsBody?.categoryBitMask = PhysicsCategory.boss.rawValue
boss1.physicsBody?.contactTestBitMask = PhysicsCategory.ball.rawValue
boss1.physicsBody?.collisionBitMask = PhysicsCategory.noCollision.rawValue
boss1.physicsBody?.affectedByGravity = false
boss1.physicsBody?.dynamic = false
boss1.zPosition = 5
self.addChild(boss1)
boss1.runAction(SKAction.moveToX(self.frame.width / 2, duration: 1))
let spawnBallsAction = SKAction.sequence([SKAction.waitForDuration(2), SKAction.runBlock(spawnBalls)])
self.runAction(SKAction.repeatActionForever(spawnBallsAction))
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if (firstBody.categoryBitMask & PhysicsCategory.bar.rawValue == PhysicsCategory.bar.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue) {
CollisionWithBar(firstBody.node as! SKSpriteNode, ball: secondBody.node as! SKSpriteNode)
}
if (firstBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.boss.rawValue == PhysicsCategory.boss.rawValue) {
CollisionWithBoss(firstBody.node as! SKSpriteNode, boss: secondBody.node as! SKSpriteNode)
}
}
func CollisionWithBar(bar: SKSpriteNode, ball: SKSpriteNode) {
ball.physicsBody?.applyImpulse(CGVectorMake(0, 500))
ball.physicsBody?.contactTestBitMask = PhysicsCategory.boss.rawValue //Trying to solve the problem, aint working
}
func CollisionWithBoss(ball: SKSpriteNode, boss: SKSpriteNode) {
NSLog("Ball hit the boss")
}
func spawnBalls(){
let ball = SKSpriteNode(imageNamed: "ball.png")
let MinValue = self.frame.width / 8
let MaxValue = self.frame.width - 20
let SpawnPoint = UInt32(MaxValue - MinValue)
ball.position = CGPoint(x: CGFloat(arc4random_uniform(SpawnPoint)), y: self.frame.height - 128)
ball.zPosition = 50
//Physics
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.height / 2)
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball.rawValue
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue
ball.physicsBody?.collisionBitMask = PhysicsCategory.noCollision.rawValue
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.dynamic = true
self.addChild(ball)
}
答案 0 :(得分:1)
这是联系方式的完成方式:
创建球后,将联系人类别设置为:(您有)
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue
确保老板联系无人:
boss1.physicsBody?.contactTestBitMask = PhysicsCategory.noCollision.rawValue
然后在联系人上,你想这样做:
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyA : contact.bodyB
let secondBody : SKPhysicsBody = (contact.bodyA.categoryBitMask >= contact.bodyB.categoryBitMask) ? contact.bodyA : contact.bodyB
if (firstBody.categoryBitMask & PhysicsCategory.bar.rawValue == PhysicsCategory.bar.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue) {
//This should be inside CollisionWithBar
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue | PhysicsCategory.boss.rawValue
//the ball has hit the bar, so lets enable hitting on the boss
//normally we would only want to do this once, but since this is
//tiny, it would be more time to wrap it in ifs and putting guards on it
boss1.physicsBody?.contactTestBitMask = PhysicsCategory.ball.rawValue
CollisionWithBar(firstBody.node as! SKSpriteNode, ball: secondBody.node as! SKSpriteNode)
}
if (firstBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.boss.rawValue == PhysicsCategory.boss.rawValue) {
//This should be inside CollisionWithBoss
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue
CollisionWithBoss(firstBody.node as! SKSpriteNode, boss: secondBody.node as! SKSpriteNode)
}
}
基本上说,如果球击中横杆,让boss打击,如果球击中boss,禁用boss打击
编辑:当实现多个球时,我们必须改变一些事情
确保老板在创作时接触球:
boss1.physicsBody?.contactTestBitMask = PhysicsCategory.ball.rawValue
现在我们需要创建一个新类别
enum PhysicsCategory : UInt32 {
case bar = 1
case ball = 2
case boss = 4
case noCollision = 8
case initialBall = 16
}
首先,将球的类别分配给:
ball.physicsBody?.categoryBitMask = initialBall
然后你的CollissionWithBar将如下所示:
func CollisionWithBar(bar: SKSpriteNode, ball: SKSpriteNode) {
ball.physicsBody?.applyImpulse(CGVectorMake(0, 500))
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue | PhysicsCategory.boss.rawValue
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball.rawValue
}
你的CollissionWithBolls看起来像这样:
func CollisionWithBoss(ball: SKSpriteNode, boss: SKSpriteNode) {
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bar.rawValue
}
最后,在联系人上,你想要这样做:
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyA : contact.bodyB
let secondBody : SKPhysicsBody = (contact.bodyA.categoryBitMask >= contact.bodyB.categoryBitMask) ? contact.bodyA : contact.bodyB
if (firstBody.categoryBitMask & PhysicsCategory.bar.rawValue == PhysicsCategory.bar.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue) {
CollisionWithBar(firstBody.node as! SKSpriteNode, ball: secondBody.node as! SKSpriteNode)
}
if (firstBody.categoryBitMask & PhysicsCategory.ball.rawValue == PhysicsCategory.ball.rawValue &&
secondBody.categoryBitMask & PhysicsCategory.boss.rawValue == PhysicsCategory.boss.rawValue) {
CollisionWithBoss(firstBody.node as! SKSpriteNode, boss: secondBody.node as! SKSpriteNode)
}
}