如何在SpriteKit Swift中跟踪两个不同的碰撞

时间:2016-04-02 06:04:12

标签: swift sprite-kit collision-detection

我在互联网上看到过很多方法,但我仍然对如何做到这一点感到很困惑。我昨天花了3个小时试图完成这个,但无论如何我的问题是我在游戏中有3个主要的SKSpriteNodes:man,ground和arrow。我试图让它成为当男人跳起来时他只能跳一次直到回到地上。我的计划是让它在按下跳跃按钮时改变状态并且不会改变回直到该男子再次击中地面。我也试图做到这一点,当箭头与他联系时,它将是一个游戏结束并运行一行代码。这是我到目前为止的代码

//
//  GameScene.swift
//  arrow jump
//
//  Created by Joy Cafiero on 3/29/16.
//  Copyright (c) 2016 3rd Dimension Studios inc. All rights reserved.
//

import SpriteKit

var timer = NSTimer()
var condition = 1
var arrow = SKSpriteNode()
var man = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var buttonRight = SKSpriteNode()
var buttonLeft = SKSpriteNode()
var buttonJump = SKSpriteNode()
let moveGrounRight = SKAction.moveByX(200, y: 0, duration: 1)
let repeatMoveGroundRight = SKAction.repeatActionForever(moveGrounRight)
let moveGrounLeft = SKAction.moveByX(-200, y: 0, duration: 1)
let repeatMoveGroundLeft = SKAction.repeatActionForever(moveGrounLeft)
let runningMan1 = (SKTexture (imageNamed: "running man1.png"))
let runningMan2 = (SKTexture (imageNamed: "running man2.png"))
let runningMan3 = (SKTexture (imageNamed: "running man3.png"))
let runningMan4 = (SKTexture (imageNamed: "running man4.png"))
let runningMan5 = (SKTexture (imageNamed: "running man5.png"))
let runningMan6 = (SKTexture (imageNamed: "running man6.png"))
let nuetralMan = (SKTexture (imageNamed: "running man nuetral.png"))
let jumpingMan1 = (SKTexture (imageNamed: "jumping man1"))
let jumpingMan2 = (SKTexture (imageNamed: "jumping man2"))
let jumpingMan3 = (SKTexture (imageNamed: "jumping man3"))

let animation = SKAction.animateWithTextures([ runningMan1, runningMan2,                 runningMan3,  runningMan4,  runningMan5,  runningMan6], timePerFrame: 0.15)
let jumpingAnimation = SKAction.animateWithTextures([jumpingMan1, jumpingMan2,     jumpingMan3], timePerFrame: 0.1)
let nuetralAnimation = SKAction.animateWithTextures([nuetralMan],     timePerFrame: 0.05)
let repeatAnimation = SKAction.repeatActionForever(animation)

let manGroup:UInt32 = 1
let groundGroup:UInt32 = 2
let arrowGroup:UInt32 = 0x1 << 3


class GameScene: SKScene, SKPhysicsContactDelegate {

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    self.physicsWorld.contactDelegate = self
    self.physicsWorld.gravity = CGVectorMake(0, -5)

    man = SKSpriteNode(texture: nuetralMan)
    man.position = CGPointMake(CGRectGetMidX(self.frame),     CGRectGetMidY(self.frame))
    man.size = CGSize(width: man.size.width * 2, height: man.size.height * 2)
    man.zPosition = 15
    man.physicsBody = SKPhysicsBody(rectangleOfSize: man.size)
    man.physicsBody?.dynamic = true
    man.physicsBody?.allowsRotation = false
    man.physicsBody?.categoryBitMask = manGroup
    man.physicsBody?.contactTestBitMask = groundGroup

    self.addChild(man)

    let bgTexture = (SKTexture(imageNamed: "wild west landscape.png"))

    bg = SKSpriteNode(texture: bgTexture)
    bg.size = CGSize(width: self.frame.width, height: self.frame.height)
    bg.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 100)
    bg.zPosition = -1
    self.addChild(bg)

    let groundtexture = (SKTexture(imageNamed: "sandy ground.png"))

    ground = SKSpriteNode(texture: groundtexture)
    ground.size = CGSize(width: CGRectGetMaxX(self.frame), height: ground.size.height)
    ground.position = CGPointMake(CGRectGetMidX(self.frame), 0)
    ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.width, ground.size.height-255))
    ground.physicsBody?.dynamic = false
    ground.zPosition = 20
    ground.physicsBody?.categoryBitMask = groundGroup
    ground.physicsBody?.contactTestBitMask = manGroup


    self.addChild(ground)

    timer = NSTimer.scheduledTimerWithTimeInterval(7, target: self, selector: Selector("timerUpdate"), userInfo: nil, repeats: true)

    buttonRight.color = SKColor.redColor()
    buttonRight.position = CGPointMake(200, 200)
    buttonRight.size = CGSize(width: 100, height: 100)
    buttonRight.zPosition = 25

    self.addChild(buttonRight)

    buttonLeft.color = SKColor.redColor()
    buttonLeft.position = CGPointMake(100, 200)
    buttonLeft.size = CGSize(width: 100, height: 100)
    buttonLeft.zPosition = 25

    self.addChild(buttonLeft)

    buttonJump.color = SKColor.greenColor()
    buttonJump.position = CGPointMake(CGRectGetMaxX(self.frame) - 200, 200)
    buttonJump.size = CGSize(width: 100, height: 100)
    buttonJump.zPosition = 25

    self.addChild(buttonJump)


}

func timerUpdate() {
    let random = Int(arc4random_uniform(3))
    var timeIncrease:NSTimeInterval = 0
    var randomArrow = [self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65]
    timeIncrease = timeIncrease + 7
    let arrowTexture = (SKTexture(imageNamed: "arrow.png"))
    let movingArrow = SKAction.moveByX(-self.frame.size.width, y: 0, duration: NSTimeInterval(self.frame.size.width/100)-5+timeIncrease)
    let removeArrows = SKAction.removeFromParent()
    let repeatmoveArrows = SKAction.sequence([movingArrow, removeArrows])
    arrow = SKSpriteNode(texture: arrowTexture)
    arrow.size = CGSize(width: arrow.size.width, height: arrow.size.height)
    arrow.position = CGPointMake(CGRectGetMaxX(self.frame), randomArrow[random])
    arrow.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(arrowTexture.size().width - 100, arrow.size.height / 2))
    arrow.physicsBody?.dynamic = false
    arrow.zPosition = 10
    arrow.physicsBody?.categoryBitMask = arrowGroup
    arrow.physicsBody?.contactTestBitMask = manGroup
    arrow.runAction(repeatmoveArrows)
    arrow.physicsBody?.categoryBitMask = arrowGroup
    arrow.physicsBody?.contactTestBitMask = manGroup

    self.addChild(arrow)

}


override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
   /* Called when a touch begins */
    for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.xScale = 1
            man.runAction(repeatMoveGroundRight, withKey: "MoveRight")
            man.runAction(repeatAnimation, withKey: "Run")
        }

        if buttonLeft.containsPoint(location) {
            man.xScale = -1
            man.runAction(repeatMoveGroundLeft, withKey: "MoveLeft")
            man.runAction(repeatAnimation, withKey: "Run")
        }

        if buttonJump.containsPoint(location) {
            if(condition == 1) {
            man.physicsBody?.velocity = CGVectorMake(0, 0)
            man.physicsBody?.applyImpulse(CGVectorMake(0, 400))
            man.runAction(jumpingAnimation)
            }
        }


}
}

override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.removeActionForKey("MoveRight")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }
        if buttonLeft.containsPoint(location) {
            man.removeActionForKey("MoveLeft")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }

    }
}


override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
    for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.removeActionForKey("MoveRight")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }
        if buttonLeft.containsPoint(location) {
            man.removeActionForKey("MoveLeft")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }

    }

    func didBeginContact(contact: SKPhysicsContact) {
        condition = 1
        man.texture = nuetralMan
        print("contact")
    }



func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
}
}
}

0 个答案:

没有答案
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