SpriteKit categoryBitMask无法识别

时间:2016-06-13 17:27:19

标签: swift sprite-kit game-physics skphysicsbody bitmask

我有三个物理类别:英雄,地面和墙壁。我的问题是地面的物理类别没有得到认可。为了解决这个问题,当英雄与墙壁和地面碰撞时,我打印了位掩码。 Wall按预期工作并显示其位掩码2.然而,地面显示4294967295.(应该是4.)地面有一个边缘物理体,它起作用,因为英雄不通过它,它只是没有被识别为地面。

物理类别

enum PhysicsCategory:UInt32
{
    case hero = 1
    case wall = 2
    case ground = 4
}

地面课程:

class Ground: SKSpriteNode
{
    var groundTexture = SKTexture(imageNamed: "ground4")
    var jumpWidth = CGFloat()
    var jumpCount = CGFloat(1)

    func spawn(parentNode: SKNode, position: CGPoint, size:CGSize)
    {
        parentNode.addChild(self)
        self.size = size
        self.position = position
        self.zPosition = 2
        self.anchorPoint = CGPointMake(0, 1)
        self.texture = SKTexture(imageNamed: "ground4")
        self.physicsBody?.categoryBitMask = PhysicsCategory.ground.rawValue
        self.physicsBody?.affectedByGravity = false
        self.physicsBody?.dynamic = false

        let pointTopRight = CGPoint(x: size.width, y: 0)
        self.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointZero, toPoint: pointTopRight)
    }

didMoveToView:

let groundPosition = CGPoint(x: -self.size.width, y: 30)
let groundSize = CGSize(width: self.size.width * 3, height: 0) 
ground.spawn(world, position: groundPosition, size: groundSize)

didBeginContact

let firstBody = contact.bodyA
let secondBody = contact.bodyB

if firstBody.categoryBitMask == PhysicsCategory.hero.rawValue && secondBody.categoryBitMask == PhysicsCategory.ground.rawValue || firstBody.categoryBitMask == PhysicsCategory.ground.rawValue && secondBody.categoryBitMask == PhysicsCategory.hero.rawValue
        {
            print("contact with the ground!")
        }

1 个答案:

答案 0 :(得分:1)

您尝试设置categoryBitMask后,实际创建了physicsBody 。因此,您尝试将categoryBitMask设置为nil ...

你只需要移动那一行......

func spawn(parentNode: SKNode, position: CGPoint, size:CGSize)
{
    parentNode.addChild(self)
    self.size = size
    self.position = position
    self.zPosition = 2
    self.anchorPoint = CGPointMake(0, 1)
    self.texture = SKTexture(imageNamed: "ground4")
    let pointTopRight = CGPoint(x: size.width, y: 0)

    self.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointZero, toPoint: pointTopRight)

    self.physicsBody?.categoryBitMask = PhysicsCategory.ground.rawValue
    self.physicsBody?.affectedByGravity = false
    self.physicsBody?.dynamic = false
}