在对其中一个执行移动操作后未检测到两个对象之间的冲突

时间:2016-06-23 06:58:12

标签: swift sprite-kit

我似乎对SpriteKit中与碰撞检测,行动或职位相关的事情了解不足。

我有一个球员和砖块,当一名球员落在任何砖块上时,他会跳过它,然后所有砖块向下移动一段距离。我将播放器添加为场景的子节点,将砖块添加为包含它们的节点(SKNode)的子节点。当我想改变他们的y位置时,我只是在该节点上使用moveBy动作,并且砖确实按照我想要的方式移动。

问题是,当他们移动或者甚至当他们停下来时,玩家不能再降落在他们身上(他们之间的碰撞和玩家不再被检测到),所以玩家只能穿过他们。

这是GameScene.swift中的代码:

func moveBricksDownFor(movedForY: CGFloat) {
    let moveAction = SKAction.moveBy(CGVectorMake(0, -movedForY), duration: 1.0)
    brickNode.runAction(moveAction)
    for _ in 0...4 {addBrick(0.7)}
}

func playerCollidedWithBrick(brick: Brick) {
    if player.position.y > brick.position.y {
        player.physicsBody?.velocity.dy = player.maxVelocityY
    }
    if player.yChangedFor() > 70 {moveBricksDownFor(player.yChangedFor())}
}

物理主体是否可能不附加砖块的可视化表示或类似的东西?

这里也是Player类(上面代码中使用的部分):

let maxVelocityY: CGFloat = 900
var startPositionY: CGFloat!

init(position: CGPoint) {
    let texture = SKTexture(imageNamed: "doodler.png")
    super.init(texture: texture, color: UIColor.blackColor(), size: CGSizeMake(60, 60))
    self.zPosition = Layer.player.rawValue
    self.position = position
    self.startPositionY = position.y
    self.physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
    self.physicsBody?.affectedByGravity = true
    self.physicsBody?.allowsRotation = false
    self.physicsBody?.dynamic = true
    self.physicsBody?.categoryBitMask = PhysicsCategory.Player
    self.physicsBody?.contactTestBitMask = PhysicsCategory.Brick
    self.physicsBody?.collisionBitMask = PhysicsCategory.None
    self.physicsBody?.usesPreciseCollisionDetection = true
}

func yChangedFor() -> CGFloat {
    return (self.position.y - startPositionY)
}

我确实谷歌类似的主题,但没有发现任何类似的问题,所以我想我在这里缺少一些基本的东西或者犯了一个愚蠢的错误。

更新(添加Brick类并初始化worldNodeSKNode)):

class Brick: SKSpriteNode { 
    init(position:CGPoint) {
        let texture = SKTexture(imageNamed: "brick.png")
        super.init(texture: texture, color: UIColor.clearColor(), size: CGSizeMake(70, 10))
        self.position = position
        self.zPosition = Layer.brick.rawValue
        self.physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
        self.physicsBody?.affectedByGravity = false
        self.physicsBody?.allowsRotation = true
        self.physicsBody?.dynamic = false
        self.physicsBody?.categoryBitMask = PhysicsCategory.Brick
        self.physicsBody?.contactTestBitMask = PhysicsCategory.Player
        self.physicsBody?.collisionBitMask = PhysicsCategory.None
        self.physicsBody?.usesPreciseCollisionDetection = true
    }
}

设置brickNode并为其添加砖块作为其子项:

func setupBrickNode() {
    brickNode.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    brickNode.physicsBody?.affectedByGravity = false
}

func addBrick(minXPercantage: CGFloat) {
    let randomX = random(min: size.width*0.25, max: size.width - 100)
    let randomY = random(min: size.height*minXPercantage, max: size.height)
    let brick = Brick(position: CGPointMake(randomX, randomY))
    brickNode.addChild(brick)
}

func setupBricks() {
    for _ in 0...10 {addBrick(0.25)}
}

更新了移动brickNode的部分(现在设置速度):

func moveBricks() {
    brickNode.physicsBody?.velocity = CGVectorMake(0, -player.maxVelocityY/4)
    let waitAction = SKAction.waitForDuration(1.0)
    let setBrickNodeVelocityToZero = SKAction.runBlock({self.brickNode.physicsBody?.velocity = CGVectorMake(0, 0)})
    runAction(SKAction.sequence([waitAction, setBrickNodeVelocityToZero]))
}

func playerCollidedWithBrick(brick: Brick) {
    if player.position.y > brick.position.y {
        player.physicsBody?.velocity.dy = player.maxVelocityY
        moveBricks()
    }
}

3 个答案:

答案 0 :(得分:1)

如果你想登陆动态参与对象,你可能必须设置它。

self.physicsBody!.restitution = 0

此外,使用SKAction的移动不是最好的态度而不是通过速度或力矢量进行正确的运动,这可能会改变您的物理对象值并丢失方向。

答案 1 :(得分:1)

示例代码

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {
    var world: SKNode!
    var player: SKSpriteNode!

    override func didMoveToView(view: SKView) {
        physicsWorld.contactDelegate = self
        physicsWorld.gravity = CGVector(dx: 0, dy: -10)

        // World
        world = SKNode()
        addChild(world)

        // Player
        player = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 50, height: 50))
        player.position.x = size.width / 2

        player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
        player.physicsBody!.categoryBitMask = 2
        player.physicsBody!.contactTestBitMask = 4
        player.physicsBody!.collisionBitMask = 0
        player.physicsBody!.mass = 1
        player.physicsBody!.velocity = CGVector(dx: 0, dy: 2000)
        player.physicsBody!.usesPreciseCollisionDetection = true

        world.addChild(player)

        // Bricks
        for index in 0...50 {
            // Player
            let brick = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width: 100, height: 25))
            brick.position = CGPoint(x: size.width / 2, y: 300 + CGFloat(index) * 200)
            brick.zPosition = -1

            brick.physicsBody = SKPhysicsBody(rectangleOfSize: brick.size)
            brick.physicsBody!.categoryBitMask = 4
            brick.physicsBody!.contactTestBitMask = 2
            brick.physicsBody!.collisionBitMask = 0
            brick.physicsBody!.dynamic = false

            world.addChild(brick)
        }
    }

    func didBeginContact(contact: SKPhysicsContact) {
        // Is the player falling?
        guard player.physicsBody!.velocity.dy <= 0 else {
            return
        }

        player.physicsBody!.velocity = CGVector(dx: 0, dy: 1000)
    }

    override func didFinishUpdate() {
        guard player.position.y > 200 else {
            return
        }

        world.position.y = -player.position.y + 200
    }
}

答案 2 :(得分:0)

因为特定的砖块位置始终相同。你正在移动它的父母而不是砖本身。

let realBrickPosition = convertPoint(brick.position, toNode: self)