截至目前,我有一个SKSpriteNode可以检测与我的球的碰撞,并在碰撞时将我的得分增加+ 1。同样在碰撞中的代码是检测我的球是否撞到墙壁。
let scoreNode = SKSpriteNode()
scoreNode.size = CGSize(width: 750, height: 10)
scoreNode.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 100)
scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
scoreNode.physicsBody?.affectedByGravity = false
scoreNode.physicsBody?.dynamic = true
scoreNode.physicsBody?.categoryBitMask = PhysicsCat.Score
scoreNode.physicsBody?.collisionBitMask = 0
scoreNode.physicsBody?.contactTestBitMask = PhysicsCat.Ball
scoreNode.color = SKColor.clearColor()
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == PhysicsCat.Score && secondBody.categoryBitMask == PhysicsCat.Ball{
score += 1
scoreLbl.text = "\(score)"
firstBody.node?.removeFromParent()
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Score {
score += 1
scoreLbl.text = "\(score)"
secondBody.node?.removeFromParent()
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Wall || firstBody.categoryBitMask == PhysicsCat.Wall && secondBody.categoryBitMask == PhysicsCat.Ball{
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false{
died = true
createBTN()
fallDie()
}
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Wall {
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false{
died = true
Ball.physicsBody?.velocity = CGVectorMake(0, 0)
createBTN()
}
}
}
我需要第二次碰撞检测,它完全独立于上面的代码^^。我如何将它们分开?你不能有两个didBeginContact我不认为。我希望这不是太模糊或不清楚。显然我需要第二个节点,称之为colorNode。我如何检测我的球和colorNode之间的碰撞(colorNode比我的scoreNode低约200像素,所以它们不在同一位置),而不会弄乱检测球和墙之间碰撞的代码?
答案 0 :(得分:0)
您不需要单独的碰撞检测。你需要做的是处理didBeginContact
中的事情。所有那些if-else用他们的||检查和&&变得非常笨拙。 (例如,您的上一个else
执行的检查已经在之前的else
中执行过。)
下面的代码是一个OK-ish尝试使if逻辑更明智。创建Bool
以处理我们感兴趣的每种类型的状态。
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
let ballWasContacted = firstBody.categoryBitMask == PhysicsCat.Ball || secondBody.categoryBitMask == PhysicsCat.Ball
let wallWasContacted = firstBody.categoryBitMask == PhysicsCat.Wall || secondBody.categoryBitMask == PhysicsCat.Wall
let scoreWasContacted = firstBody.categoryBitMask == PhysicsCat.Score || secondBody.categoryBitMask == PhysicsCat.Score
现在已经以一种相当合理的方式定义了这个逻辑,你来到实际的碰撞检查,你真的获得了回报:
if ballWasContacted {
if scoreWasContacted {
score += 1
scoreLbl.text = "\(score)"
let scoreNode = firstBody.categoryBitMask == PhysicsCat.Score ? firstBody.node : secondBody.node
scoreNode!.removeFromParent()
} else if wallWasContacted {
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false {
died = true
createBTN()
fallDie()
}
}
}
这使得处理另一个球与碰撞事件变得容易得多。您只需要一个PhysicsCat.Color
和另一个Bool
。然后将另一个else if
挂钩到最后一个。
else if colorWasContacted {
// Do stuff
}
注意:遵守惯例也是一个好主意。我在考虑你的命名,不要缩写词。 scoreLabel
不是scoreLbl
PhysicsCategory
而非PhysicsCat
*
* PhysicsCat?那是施罗丁格先生的已故宠物吗?