我是第一次为iOS构建游戏。我非常接近,但是我早期进行了碰撞检测,然后我改变了一些东西而且我失去了工作。我试图回来但没有工作。这是我到目前为止所做的,但没有任何效果。我正在尝试我在网上找到的不同版本的碰撞检测,但我坚持要让这个版本起作用。只是不明白我哪里出错了。
先谢谢你。
import SpriteKit
enum ColliderType: UInt32 {
case Player = 1
case Traffic = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
createWalls()
self.backgroundColor = SKColor.whiteColor()
self.physicsWorld.gravity = CGVectorMake(0, 0)
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
player.physicsBody?.dynamic = true
player.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
player.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
player.zPosition = 3
player.name = "player"
player.position = CGPoint(x: self.frame.midX, y: (self.frame.midY)/3)
player.setScale(1.0)
self.addChild(player)
_ = NSTimer.scheduledTimerWithTimeInterval(2.5, target: self, selector: #selector(GameScene.makeTraffic), userInfo: nil, repeats: true)
}
func makeTraffic(){
var aNumber = Int(arc4random_uniform(2))
let Pos1 = Int(self.frame.midX/2)+30
let Pos2 = Int((self.frame.size.width)/2)
let Pos3 = Int(self.frame.size.width-300)
let array = [Pos1, Pos2, Pos3]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
let randomPOS = CGPoint(x:Int(array[randomIndex]), y:Int(self.frame.height))
if aNumber == 0 {
aNumber = aNumber + 1
}
switch aNumber {
case 1:
let car1 = SKSpriteNode(imageNamed: "Car_Green_Front")
car1.position = randomPOS
car1.zPosition = 3
car1.setScale(1.0)
car1.physicsBody = SKPhysicsBody(rectangleOfSize: car1.size)
car1.physicsBody?.dynamic = true
car1.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
car1.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
self.addChild(car1)
case 2:
let car2 = SKSpriteNode(imageNamed: "Car_Purple_Front")
car2.position = randomPOS
car2.zPosition = 3
car2.setScale(1.0)
car2.physicsBody = SKPhysicsBody(rectangleOfSize: car2.size)
car2.physicsBody?.dynamic = true
car2.physicsBody!.categoryBitMask = ColliderType.Traffic.rawValue
car2.physicsBody!.contactTestBitMask = ColliderType.Player.rawValue
self.addChild(car2)
default:
return
}
}
func createWalls(){
let wallSize = CGSize(width: 5, height: self.frame.size.height)
let rightwall = SKShapeNode(rectOfSize: wallSize)
rightwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
rightwall.physicsBody!.dynamic = false
rightwall.position = CGPoint(x: self.frame.maxX-300, y: self.frame.size.height/2)
rightwall.fillColor = UIColor.clearColor()
self.addChild(rightwall)
let leftwall = SKShapeNode(rectOfSize: wallSize)
leftwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
leftwall.physicsBody!.dynamic = false
leftwall.position = CGPoint(x: self.frame.minX+300, y: self.frame.size.height/2)
leftwall.fillColor = UIColor.clearColor()
self.addChild(leftwall)
}
func didBeginContact(contact: SKPhysicsContact) {
print("Contact")
if contact.bodyA.categoryBitMask == ColliderType.Traffic.rawValue && contact.bodyB.categoryBitMask == ColliderType.Player.rawValue {
print("Hi")
} else {
print("Hello") }
}
}
答案 0 :(得分:3)
你的代码似乎是alrite,虽然我会做一些小改动。
1)我会像这样编写碰撞器类型
struct ColliderType {
static let player: UInt32 = 0x1 << 0
static let traffic: UInt32 = 0x1 << 1
}
因为这样你只需要将最后一个数字增加1。 你的方式如果你决定添加更多类别,下一个类别必须是4,而不是8,而不是16等,这更令人困惑(你正在处理32位整数)
比这样使用
...categoryBitMask = ColliderType.player
2)建议您在添加physicsBody之前为sprite指定位置。你正在反过来这可能导致意想不到的问题。
3)将碰撞方法改为此
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 == ColliderType.player) && (secondBody.categoryBitMask == ColliderType.traffic) {
// player hit traffic, do something
}
}
4)最后,最重要的部分是您需要设置我无法在您的代码中看到的代理。
在DidMoveToView中调用它
physicsWorld.contactDelegate = self
否则DidBeginContact方法永远不会触发。
如果您遵循苹果命名惯例,也是个好主意。因此,只有类,协议,枚举和结构应以大写字母开头。
希望这有帮助
答案 1 :(得分:0)
更简洁的代码didBeginContact
的方法是:
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case ColliderType.player | ColliderType.traffic:
// player and traffic have contacted
print("Collision between player and traffic")
default :
//Some other contact has occurred
print("Some other contact")
}
}
您可以根据需要添加任意数量的case ColliderType.object1 | ColliderType.object2:
。