我正在尝试实现一种联系方法,以了解我的播放器块何时触及黄色框架。下面是我到目前为止的代码。当我将播放器块拖到黄色框架时没有任何反应。
import SpriteKit
import iAd
struct BitMask {
static let player: UInt32 = 0x1 << 0
static let obstacle: UInt32 = 0x1 << 1
static let frame: UInt32 = 0x1 << 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKShapeNode(rectOfSize: CGSize(width: 30, height: 30))
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
// setup scene's physics body (setup the walls)
physicsBody = SKPhysicsBody(edgeLoopFromRect: frame)
// get current screen size
let screenSize: CGRect = UIScreen.mainScreen().bounds
print("screenWidth: \(screenSize.width) screenHeight: \(screenSize.height)")
// setup play scene
let playScreen = SKSpriteNode(color: .clearColor(), size: CGSize(width: 370, height: 370))
// y position adjustment
let yFrame = 65
playScreen.position = CGPoint(x: frame.midX, y: frame.midY - CGFloat(yFrame))
// create the rectangle which will represent physics body.
let rect = CGRect(origin: CGPoint(x: -playScreen.size.width/2, y: -playScreen.size.height/2), size: playScreen.size)
// apply physics conditions to the play scene
playScreen.physicsBody = SKPhysicsBody(edgeLoopFromRect: rect)
playScreen.physicsBody?.friction = 0
// add play scene to the frame
addChild(playScreen)
let playerScreenFrame = SKShapeNode(rectOfSize: CGSize(width: playScreen.size.width, height: playScreen.size.height))
playerScreenFrame.position = CGPoint(x: frame.midX, y: frame.midY - CGFloat(yFrame))
playerScreenFrame.fillColor = .clearColor()
playerScreenFrame.strokeColor = UIColor(rgba: "#E9BD00")
playerScreenFrame.lineWidth = 3;
addChild(playerScreenFrame)
let bottomRect = CGRectMake(frame.midX, frame.midY - CGFloat(yFrame), playScreen.size.width, playScreen.size.height)
let bottom = SKNode()
bottom.physicsBody = SKPhysicsBody(edgeLoopFromRect: bottomRect)
addChild(bottom)
bottom.physicsBody!.categoryBitMask = BitMask.frame
bottom.physicsBody!.contactTestBitMask = BitMask.player
bottom.physicsBody!.collisionBitMask = BitMask.player
// set up player block
player.name = "player"
player.fillColor = UIColor(rgba: "#E9BD00")
player.strokeColor = .blackColor()
player.position = CGPoint(x:frame.size.width/2, y: frame.size.height/2 - CGFloat(yFrame))
player.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 30, height: 30))
player.physicsBody!.dynamic = false
player.physicsBody!.friction = 0
player.physicsBody!.affectedByGravity = false
player.physicsBody!.allowsRotation = false
addChild(player)
player.physicsBody!.categoryBitMask = BitMask.player
player.physicsBody!.contactTestBitMask = BitMask.obstacle | BitMask.frame
player.physicsBody!.collisionBitMask = BitMask.obstacle | BitMask.frame
// set gravity to 0
physicsWorld.gravity = CGVectorMake(0,0)
// set the scene as the delegate to be notified when two bodies collide
physicsWorld.contactDelegate = self
}
我的联系方式如下:
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 == BitMask.player) && (secondBody.categoryBitMask == BitMask.obstacle) {
// do your thing
print("Player contacted with obstacle")
self.view?.paused = true
}
if (firstBody.categoryBitMask == BitMask.player) && (secondBody.categoryBitMask == BitMask.frame) {
// do your thing
print("Player contacted with frame")
self.view?.paused = true
}
}
答案 0 :(得分:0)
目前您正在尝试检查两个静态实体之间的联系,但SpriteKit不会生成任何联系事件,除非至少有一个实体是动态的。
在你的情况下,其原因与基于边缘的物理体在默认情况下是静态的相关,并且你的播放器也是静态的,意味着没有接触。
要解决此问题,您应该将玩家物理机构上的dynamic属性设置为true
,如下所示:
player.physicsBody!.dynamic = true