Spritekit-DidBeginContact没有被调用

时间:2016-09-21 01:30:16

标签: ios swift sprite-kit skphysicscontact

我注意到很多人都遇到过这个问题。我确保self.physicsWorld.contactDelegate = self 在didMove函数中,但它仍然无法正常工作。这是我的代码:

class PoolTableScene: SKScene, SKPhysicsContactDelegate {

  struct PhysicsCatagory {

    static let None : UInt32 = 0 //0
    static let OrangeBall : UInt32 = 0b1 //1
    static let BlueBall : UInt32 = 0b10 //2
    static let PokeBall : UInt32 = 0b100 //3
    static let Border : UInt32 = 0b1000 //4
    static let All : UInt32 = UInt32.max

  }


  let ballPoke = SKSpriteNode(imageNamed:"pokeBall")
  let ballBlue = SKSpriteNode(imageNamed:"blueBall")
  let ballOrange = SKSpriteNode(imageNamed: "orangeBall")
  //var lastTouch: CGPoint? = nil


  override func didMove(to view: SKView) {

    self.physicsWorld.contactDelegate = self

    self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)

    //used to set gravity


    //creates body for sprite that will lock the objects to a specific area
    let sceneBody = SKPhysicsBody(edgeLoopFrom: self.frame)
    sceneBody.friction = 0 //This will make the ball bounce naturally off the edges of the scenBody
    self.physicsBody = sceneBody // make physics only affect whats in sceneBody - NEED PHYSICS BODY UNLESS IT WON'T BE AFFECTED BY PHYSICS
    self.physicsBody?.categoryBitMask = PhysicsCatagory.Border
    self.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.OrangeBall | PhysicsCatagory.PokeBall
    self.physicsBody?.contactTestBitMask = PhysicsCatagory.None

    ballPoke.name = "ballPoke"
    ballPoke.size = CGSize(width: 50, height: 50)
    ballPoke.anchorPoint = CGPoint(x:0.5, y:0.5)
    ballPoke.position = CGPoint(x: self.frame.size.width*0.25, y:self.frame.size.height/2)
    ballPoke.zPosition = 100
    ballPoke.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
    ballPoke.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
    ballPoke.physicsBody?.restitution = 1 // sets bounciness of ball
    ballPoke.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
    ballPoke.physicsBody?.categoryBitMask = PhysicsCatagory.PokeBall
    ballPoke.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.Border
    ballPoke.physicsBody?.contactTestBitMask = PhysicsCatagory.OrangeBall

    self.addChild(ballPoke)


    ballBlue.name = "ballBlue"
    ballBlue.size = CGSize(width: 50, height: 50)
    ballBlue.anchorPoint = CGPoint(x:0.5, y:0.5)
    ballBlue.position = CGPoint(x: self.frame.size.width*0.50, y:self.frame.size.height/3)
    ballBlue.zPosition = 100
    ballBlue.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
    ballBlue.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
    ballBlue.physicsBody?.restitution = 1 // sets bounciness of ball
    ballBlue.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
    ballBlue.physicsBody?.categoryBitMask = PhysicsCatagory.BlueBall
    ballBlue.physicsBody?.collisionBitMask = PhysicsCatagory.OrangeBall | PhysicsCatagory.PokeBall | PhysicsCatagory.Border
    ballBlue.physicsBody?.contactTestBitMask = PhysicsCatagory.None

    self.addChild(ballBlue)

    ballOrange.name = "ballOrange"
    ballOrange.size = CGSize(width: 50, height: 50)
    ballOrange.anchorPoint = CGPoint(x:0.5, y:0.5)
    ballOrange.position = CGPoint(x: self.frame.size.width*0.75, y:self.frame.size.height/2)
    ballOrange.zPosition = 100
    ballOrange.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
    ballOrange.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
    ballOrange.physicsBody?.restitution = 1 // sets bounciness of ball
    ballOrange.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
    ballOrange.physicsBody?.categoryBitMask = PhysicsCatagory.OrangeBall
    ballOrange.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.Border
    ballOrange.physicsBody?.contactTestBitMask = PhysicsCatagory.PokeBall

    self.addChild(ballOrange)

  }

  override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

    //Finds the position where user touches screen
    for touch: AnyObject in touches {

      let positionOfTouch = touch.location(in: self)

      //drags ball to where user touches screen
      let dragBallAction = SKAction.move(to: CGPoint(x: positionOfTouch.x, y: positionOfTouch.y), duration: 0.5)
      ballOrange.run(dragBallAction)

    }

  }


  func didBeginContact(contact: SKPhysicsContact) {

    print("contact")

    var contactBody1: SKPhysicsBody
    var contactBody2: SKPhysicsBody

    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {

      contactBody1 = contact.bodyA
      contactBody2 = contact.bodyB
    }
    else// else almost never gets called but still add it to function

    {
      contactBody1 = contact.bodyB
      contactBody2 = contact.bodyA
    }

    //this uses the catagories set up in above struct (1 = Square, 2 = Ball)
    if ((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 3)) {

      //if the ball contact the square, remove the ball
      contactBody2.node!.removeFromParent()


    }


  }

}

3 个答案:

答案 0 :(得分:1)

我遇到了同样的问题,因为我对ContactA和ContactB的工作方式不太熟悉,我给每个对象命名并检查这两个对象是否发生碰撞。

func didMoveToView(view: SKView) {

       objectA = self.childNodeWithName("ObjectA") as! SKSpriteNode!
       objectB = self.childNodeWithName("ObjectB") as! SKSpriteNode!
}

 func didBeginContact(contact: SKPhysicsContact) {

        let contactA: SKPhysicsBody = contact.bodyA
        let contactB: SKPhysicsBody = contact.bodyB

        let nodeA = contactA.node as! SKSpriteNode
        let nodeB = contactB.node as! SKSpriteNode

        if nodeA.name == "ObjectA" && nodeB.name == "ObjectB" {

               //do something
        }

    }

答案 1 :(得分:1)

阅读我对这个问题SpriteKit - Making certain SpriteNodes NOT collide without disabling their physics bodies的回答,该问题描述了碰撞与联系人之间的区别。

同时尝试实现我的checkPhysics()函数(源代码在同一个答案中),它将分析您的场景并列出哪些节点与哪些其他节点发生冲突以及哪些节点在联系其他节点时会发出通知。

对于物理演示,输出将是这样的,我有4个SKSPriteNodes,名为shape_blueSquare,shape_redCircle,shape_purpleSquare,shape_greenRect&amp; shape_yellowTriangle和屏幕周围的边框名为&#34; Screen_edge&#34;。

Optional("shape_blueSquare") collides with Optional("Screen_edge")
Optional("shape_blueSquare") collides with Optional("shape_redCircle")
Optional("shape_blueSquare") collides with Optional("shape_purpleSquare")
Optional("shape_blueSquare") collides with Optional("shape_greenRect")
Optional("shape_redCircle") collides with Optional("Screen_edge")
Optional("shape_redCircle") collides with Optional("shape_blueSquare")
Optional("shape_redCircle") notifies when contacting Optional("shape_purpleSquare")
Optional("shape_redCircle") collides with Optional("shape_greenRect")
Optional("shape_redCircle") notifies when contacting Optional("shape_greenRect")
Optional("shape_purpleSquare") collides with Optional("Screen_edge")
Optional("shape_purpleSquare") collides with Optional("shape_greenRect")
Category for Optional("shape_greenRect") does not appear to be set correctly as 4294967295
ptional("shape_greenRect") collides with Optional("Screen_edge")
Optional("shape_yellowTriangle") collides with Optional("Screen_edge")
Optional("shape_yellowTriangle") notifies when contacting Optional("shape_redCircle")
Optional("shape_yellowTriangle") collides with Optional("shape_greenRect")
Optional("shape_yellowTriangle") notifies when contacting Optional("shape_greenRect")

答案 2 :(得分:0)

检测到碰撞的属性是接触测试位掩码,这就是为什么它只是通过我认为你有碰撞位掩码和接触测试位掩码相互混淆

接触测试是检测接触的原因,而碰撞位掩码允许物体相互穿过