我遇到了碰撞问题。
根据tilemap添加physicbody:
=INDEX(SAQTY!H:H, MATCH(A2&"GRA", SAQTY!C:C&SAQTY!F:F, 0))
让子弹在点击action2按钮时产生:
guard let tilemap = childNode(withName: "LevelGround") as? SKTileMapNode else { return }
let tileSize = tilemap.tileSize
let halfWidth = CGFloat(tilemap.numberOfColumns) / 2.0 * tileSize.width
let halfHeight = CGFloat(tilemap.numberOfRows) / 2.0 * tileSize.height
for row in 0..<tilemap.numberOfRows {
for col in 0..<tilemap.numberOfColumns {
if tilemap.tileDefinition(atColumn: col, row: row) != nil {
let x = CGFloat(col) * tileSize.width - halfWidth
let y = CGFloat(row) * tileSize.height - halfHeight
let rect = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
let tileNode = SKShapeNode(rect: rect)
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody(rectangleOf: tileSize, center: CGPoint(x: tileSize.width / 2.0, y: tileSize.height / 2.0))
tileNode.physicsBody?.isDynamic = false
tileNode.physicsBody?.affectedByGravity = false
tileNode.physicsBody?.collisionBitMask = Physics().player | Physics().bullet
tileNode.physicsBody?.categoryBitMask = Physics().ground
tileNode.physicsBody?.contactTestBitMask = Physics().ground | Physics().player
tileNode.physicsBody?.friction = 0.1
tileNode.physicsBody?.restitution = 0
tileNode.strokeColor = .white
tileNode.name = "Ground"
self.world.addChild(tileNode)
}
}
}
子弹与敌人发生碰撞,敌人与玩家发生碰撞,玩家与地面发生碰撞 - 除了子弹与地面之间的碰撞外,一切正常。
提前感谢您的帮助
帕斯卡