我有一个方框,允许用户移动块但不触摸框架。如果用户触摸方框,则游戏结束。目前我遇到一个问题,即如果用户快速滑动块,它会通过框架而不会发生任何碰撞/接触检测。如果玩家缓慢移动块并触摸帧,则它会检测到碰撞。我的代码如下,我不能让它停止通过框架。
// setup play scene
let playScreen = SKSpriteNode(color: .clearColor(), size: CGSize(width: 370, height: 370))
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)
playScreen.physicsBody!.categoryBitMask = BitMask.frame
playScreen.physicsBody!.contactTestBitMask = BitMask.player
playScreen.physicsBody!.collisionBitMask = BitMask.player
playScreen.physicsBody!.usesPreciseCollisionDetection = true;
// set up player block
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 = true
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
我有以下联系人检测:
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) || (secondBody.categoryBitMask == BitMask.frame) ) {
self.view?.paused = true
// check if this stops it
player.physicsBody!.velocity.dx = 0
player.physicsBody!.velocity.dy = 0
playerCollided = true
}
}
所以这是我触摸开始功能的代码。如果用户触摸了玩家块:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first! as UITouch
let touchLocation = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(touchLocation)
let name = touchedNode.name
if name == "player" {
// first touch
if playerFirstTouch {
print("New Game")
print("Finger is on player block")
isFingerOnPlayer = true
NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "printDuration:", userInfo: NSDate(), repeats: true)
playerFirstTouch = false
print("\(player.physicsBody!.velocity.dy)")
} else {
print("Finger is on player block after game started")
isFingerOnPlayer = true
print("\(player.physicsBody!.velocity.dy)")
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first! as UITouch
let touchLocation = touch.locationInNode(self)
// check if user touched the player block
if isFingerOnPlayer {
// get touch location
if let touch = touches.first {
let prevTouchLoc = touch.previousLocationInNode(self)
// calculate new position along x and y
var newXPos = player.position.x + (touchLocation.x - prevTouchLoc.x)
var newYPos = player.position.y + (touchLocation.y - prevTouchLoc.y)
//
newXPos = max(newXPos, self.player.frame.size.width/2)
newXPos = min(newXPos, self.size.width - self.player.frame.size.width/2)
//
newYPos = max(newYPos, self.player.frame.size.height/2)
newYPos = min(newYPos, self.size.height - self.player.frame.size.height/2)
// update player block position
player.position = CGPointMake(newXPos, newYPos)
}
}
}
答案 0 :(得分:1)
让玩家使用精确的碰撞检测,而不是场景。玩家是正在移动的节点,需要逐步完成它的物理计算。如下所示:
player.physicsBody!.usesPreciseCollisionDetection = true;
你可以从playScene
中删除精确的碰撞检测,因为启用它会使物理引擎陷入困境。
修改强>
我对此进行了扩展,以涵盖如何使用SKAction
移动节点而不是设置位置。我很确定这会奏效,但请告诉我。查看我将要使用的the documentation for the moveBy method。
您要做的第一件事是删除此行:
player.position = CGPointMake(newXPos, newYPos)
我们将用这一行替换它:
player.runAction(SKAction.moveTo(CGPointMake(newXPos, newYPos), 0.01))
这会让玩家快速移动到所需的位置 (我认为)。