这是我的播放器类
我的播放器不会与他们刚刚经过的Gamefield碰撞。 我不希望他们在彼此之上。 我试图谷歌解决方案,但对我来说,似乎我做的大部分都没事。
请帮助:
class Player: SKShapeNode {
static public let length: CGFloat = 50
static public let rect = CGRect(x: -length/2, y: -length/2, width: length, height: length)
var life = 100
override init() {
super.init()
self.fillColor = SKColor.blue
self.strokeColor = SKColor.black
self.position = CGPoint(x: 50, y: 50)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: Player.rect)
self.physicsBody?.isDynamic = true
self.physicsBody?.allowsRotation = false
self.physicsBody?.categoryBitMask = PhysicsCategory.Robot
self.physicsBody?.contactTestBitMask = PhysicsCategory.Projectile
self.physicsBody?.collisionBitMask = PhysicsCategory.Gamefield
self.physicsBody?.usesPreciseCollisionDetection = true
}; required init?(coder aDecoder: NSCoder) {fatalError("init(coder:) has not been implemented")}
func moveBy(vect: CGVector) {
self.position.x += vect.dx
self.position.y += vect.dy
//print(vect.dx, vect.dy)
}
}
这是我的Gamescene Class
struct PhysicsCategory {
static let None : UInt32 = UInt32.min
static let All : UInt32 = UInt32.max
static let Robot : UInt32 = 0b0001 // 1
static let Gamefield : UInt32 = 0b0010 // 2
static let Monster : UInt32 = 0b0011 // 3
static let Projectile : UInt32 = 0b0100 // 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var player = Player(rect: Player.rect)
var controlL: Control
var controlR: Control
var cam = SKCameraNode()
override init(size: CGSize) {
controlL = Control(posX: 0, size: size, direction: 1)
controlR = Control(posX: size.width, size: size, direction: -1)
super.init(size: size)
}; required init?(coder aDecoder: NSCoder) {fatalError("init(coder:) has not been implemented")}
override func didMove(to view: SKView) {
self.backgroundColor = SKColor.white
physicsWorld.gravity = CGVector.zero
physicsWorld.contactDelegate = self
cam.xScale = 1
cam.yScale = 1
self.camera = cam
player.addChild(cam)
let gameFieldRect = CGRect(x: 0, y: 0, width: 1000, height: 600)
let gameField = SKShapeNode(rect: gameFieldRect)
gameField.fillColor = SKColor.clear
gameField.strokeColor = SKColor.black
gameField.position = CGPoint(x: 0, y: 0)
gameField.physicsBody = SKPhysicsBody(edgeLoopFrom: gameFieldRect)
gameField.physicsBody?.isDynamic = true
gameField.physicsBody?.allowsRotation = false
gameField.physicsBody?.categoryBitMask = PhysicsCategory.Gamefield
gameField.physicsBody?.contactTestBitMask = PhysicsCategory.None
gameField.physicsBody?.collisionBitMask = PhysicsCategory.Robot
self.addChild(gameField)
self.addChild(player)
cam.addChild(controlL.add())
cam.addChild(controlR.add())
我希望有人看到这个错误。我已经花了很长时间。
答案 0 :(得分:1)
您需要将机器人更改为不同的物理体类型(rectangleOf)?:
SpriteKit支持两种物理实体,即基于体积的实体和基于边缘的实体。创建物理实体时,其类型,大小和形状由您调用的构造方法确定。基于边缘的主体没有质量或体积,并且不受系统中的力或冲动的影响。基于边的实体用于表示物理模拟中的无体积边界或空心空间。相比之下,基于体积的物体用于表示具有质量和体积的物体。
另外,你是否正在使用冲动或力量移动你的机器人?不.move(to :)或.position =?移动和位置将破坏您的物理世界(在某些情况下它将通过它)
此外,您似乎需要将类别掩码更改为正确的系列(对于didBegin(联系人:))
它应该是,1,2,4,8,1,等等...这就是你如何获得独特的联系人点击...现在你可以得到一个&#34 ; 4"从0 + 4或1 + 3 ...因此,不是唯一的碰撞。
你的collisionBitMask看起来不错......它们应该相互撞击。