我正在编写这个游戏,当猪和鱼碰撞时游戏结束了。但是当我玩它时,猪没有碰到鱼,但游戏自动过了。我该如何解决这个问题?相关的方法是开始和吃了等。
import SpriteKit
import GameplayKit
var totalTime = 0
class GameScene: SKScene,SKPhysicsContactDelegate {
private var label : SKLabelNode?
var flyingPig:SKSpriteNode!
var water = SKSpriteNode()
var scoreLabel :SKLabelNode!
var currentGameState = gameState.atGame
struct PhysicsCategories{
static let None :UInt32 = 0
static let pig : UInt32 = 0b1
static let aFish : UInt32 = 0b100
}
var timer : Timer!
var timing : Timer!
var fish = ["nemo","bluedy","lantern","balloon","Knife"]
var myTime = 0
var lives:[SKSpriteNode]!
override func didMove(to view: SKView) {
totalTime = 0
self.physicsWorld.contactDelegate = self
water = SKSpriteNode(imageNamed: "water")
water.position = CGPoint(x: self.size.width/2,y:self.size.height/2)
water.physicsBody = SKPhysicsBody(rectangleOf: water.size)
water.physicsBody?.affectedByGravity = false
water.physicsBody?.isDynamic = false
self.addChild(water)
flyingPig = SKSpriteNode(imageNamed:"FlyingPig")
flyingPig.position = CGPoint(x:self.size.width/2,y:self.size.height/2)
flyingPig.physicsBody = SKPhysicsBody(rectangleOf: flyingPig.size)
flyingPig.physicsBody!.affectedByGravity=false
flyingPig.physicsBody!.collisionBitMask = PhysicsCategories.None
flyingPig.physicsBody!.categoryBitMask = PhysicsCategories.pig
flyingPig.physicsBody!.contactTestBitMask = PhysicsCategories.aFish
self.addChild(flyingPig)
self.physicsWorld.gravity = CGVector(dx:0,dy:0)
self.physicsWorld.contactDelegate = self
scoreLabel = SKLabelNode(text:"Score: 0")
scoreLabel.position = CGPoint(x:85,y:1270)
scoreLabel.fontName = "PartyLetPlain"
scoreLabel.fontSize = 44
scoreLabel.text = "Score: \(totalTime) km"
self.addChild(scoreLabel)
timer = Timer.scheduledTimer(timeInterval:1.25 ,target:self,selector:#selector(addFish),userInfo:nil,repeats:true)
timing = Timer.scheduledTimer(timeInterval: 1.5, target: self, selector: #selector(tick), userInfo: nil, repeats: true)
addLives()
}
func addLives()
{
lives = [SKSpriteNode()]
for live in 1...3{
let liveNode = SKSpriteNode(imageNamed:"FlyingPig2")
liveNode.position = CGPoint(x:750-CGFloat(4-live)*liveNode.size.width,y:1270)
self.addChild(liveNode)
lives.append(liveNode)
}
}
func addFish()
{
fish = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: fish) as![String]
let aFish = SKSpriteNode(imageNamed: fish[0])
let fishPosition = GKRandomDistribution(lowestValue:0, highestValue:700)
let position = CGFloat(fishPosition.nextInt())
aFish.position=CGPoint(x:position,y:1200)
aFish.physicsBody = SKPhysicsBody(rectangleOf: aFish.size)
aFish.physicsBody!.affectedByGravity = false
aFish.physicsBody?.isDynamic=false
aFish.physicsBody!.categoryBitMask = PhysicsCategories.aFish
aFish.physicsBody!.collisionBitMask = PhysicsCategories.None
aFish.physicsBody!.contactTestBitMask = PhysicsCategories.pig
self.addChild(aFish)
let animationDuration:TimeInterval = 12
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to:CGPoint(x:position,y:-800),duration:animationDuration))
aFish.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact) {
var body1 = SKPhysicsBody()
var body2 = SKPhysicsBody()
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
body1 = contact.bodyA
body2 = contact.bodyB
}
else{
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCategories.pig && body2.categoryBitMask==PhysicsCategories.aFish
{
body2.node?.removeFromParent()
gameOver()
}
}
enum gameState{
case before
case atGame
case after
}
func gameOver(){
self.removeAllActions()
currentGameState=gameState.after
let changeSceneAction = SKAction.run(changeScene)
let waitToChangeScene = SKAction.wait(forDuration:0.1)
let changeSceneSequence = SKAction.sequence([waitToChangeScene,changeSceneAction])
self.run(changeSceneSequence)
}
func changeScene(){
let newScene = GameOverScene(size:self.size)
newScene.scaleMode = self.scaleMode
let transition = SKTransition.fade(withDuration: 0.1)
self.view!.presentScene(newScene,transition:transition )
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ){
let location = touch.location(in: self)
if self.flyingPig.contains(location){
flyingPig.position = location
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ){
let location = touch.location(in: self)
if flyingPig.contains(location){
flyingPig.position = location
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func tick()
{
totalTime+=1
}
}
答案 0 :(得分:0)
body1.categoryBitMask == PhysicsCategories.pig && body2.categoryBitMask==PhysicsCategories.aFish
更改为
let contactMask = bodyA.contact.categoryBitMask || bodyB.contact.categoryBitMask
switch contactMask
case PhysicsCategories.pig || PhysicsCategories.aFish :
// code
default:
break