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()
}
}
}
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