当玩家身体遇到怪物身体时,永远不会调用函数func didBeginContact(contact: SKPhysicsContact)
。
我的班级工具SKPhysicsContactDelegate
class GameScene: SKScene, SKPhysicsContactDelegate
属性collisionBitMask
我对它进行了评论,因为我读到如果我们不这样做,节点就可以与所有节点进行竞争
我像这样添加我的播放器:
bear.position = CGPoint(x:self.frame.width/20, y:self.frame.height/5)
bear.size = CGSize(width: self.frame.width/7, height: self.frame.height/5)
bear.physicsBody = SKPhysicsBody(rectangleOfSize: bear.frame.size)
bear.physicsBody?.dynamic = false;
bear.physicsBody?.categoryBitMask = PhysicsCategory.Player
bear.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
//bear.physicsBody?.collisionBitMask = PhysicsCategory.Monster
我像这样添加怪物:
let thePosition = CGPoint(x: positionX, y: (self.frame.height/7.4)*positionY)
let monster = SKSpriteNode(imageNamed: pattern as String)
monster.size = CGSize(width: self.frame.width/16, height: self.frame.height/11)
monster.name = name
monster.position = thePosition
monster.physicsBody = SKPhysicsBody(rectangleOfSize: monster.frame.size)
monster.physicsBody?.dynamic = false
monster.physicsBody?.categoryBitMask = PhysicsCategory.Monster // 3
monster.physicsBody?.affectedByGravity = false
monster.physicsBody?.contactTestBitMask = PhysicsCategory.Player // 4
//platformNode.physicsBody?.collisionBitMask = PhysicsCategory.Player // 5
addChild(monster)
my PhysicalCategory
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Player: UInt32 = 0b1 // 1
static let Monster : UInt32 = 0b10 // 2
static let Projectile: UInt32 = 0b100 // 3
static let Plateforme: UInt32 = 0b1000 // 4
}
我有多个纹理,例如当玩家步行时我称之为:
func walkingBear() {
bear.runAction( SKAction.repeatActionForever(SKAction.animateWithTextures(bearCoursFrames, timePerFrame: 0.1, resize: false, restore: true)), withKey:"cours")
}
我宣布像这样的熊队游说队伍
var walkFrames = [SKTexture]()
var numImages : Int = bearAnimatedAtlas.textureNames.count
for var i=1; i<=numImages/2; i++ {
let bearTextureName = "cours\(i)"
walkFrames.append(bearAnimatedAtlas.textureNamed(bearTextureName))
}
bearCoursFrames = walkFrames
请问我的错误在哪里,我在其他帖子中找不到解决方案 任何帮助将不胜感激
--------------------------------- EDIT ------------- ----------------- 解决方案:我只需添加self.physicsWorld.contactDelegate = self,它现在可以正常工作。
答案 0 :(得分:2)
答案很简单。有一条规则规定,为了注册联系人,必须至少将一个主体定义为动态。
将玩家或其他身体更改为动态,并检测联系人。
另外,如果你已经没有了,那就启用物理视觉表示......它可能会有所帮助,因为有时候没有检测到接触,因为实际的物体彼此不相交,例如。当节点的锚点发生变化时,纹理和正文都是错位的(可以使用SKPhysicsBody类的相应初始化器来修复,但这是一个非常常见的错误)。
答案 1 :(得分:1)
我只是添加
self.physicsWorld.contactDelegate = self
现在有效。