我正在制作一个游戏,让玩家想要避开障碍物并收集积分。但是有一个小问题。 当玩家与点(另一个SKSpriteNode)发生碰撞时,玩家会反弹一点。我希望它只是"经历"没有它受到碰撞的影响。
这是玩家类:
import SpriteKit
struct ColliderType {
static let Player: UInt32 = 1
static let Swan: UInt32 = 2
static let Branch: UInt32 = 3
static let Score: UInt32 = 4
static let Wall1: UInt32 = 5
static let Wall2: UInt32 = 6
}
class Player: SKSpriteNode {
func initialize() {
self.name = "Player"
self.zPosition = 4
self.setScale(0.3)
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height /
2 - 5)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.restitution = 0
self.physicsBody?.categoryBitMask = ColliderType.Player
self.physicsBody?.collisionBitMask = ColliderType.Swan |
ColliderType.Branch | ColliderType.Wall1 | ColliderType.Wall2
self.physicsBody?.contactTestBitMask = ColliderType.Swan |
ColliderType.Score | ColliderType.Branch | ColliderType.Wall1 |
ColliderType.Wall2
}
}
这是GameplayScene:
import SpriteKit
class GameplayScene: SKScene, SKPhysicsContactDelegate {
var player = Player()
var swan = SKSpriteNode()
var frog = SKSpriteNode()
var egg = SKSpriteNode()
var branch = SKSpriteNode()
var scoreLabel = SKLabelNode()
var score = 0
var gameStarted = false
var isAlive = false
var press = SKSpriteNode()
var touched: Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView) {
initialize()
}
override func update(_ currentTime: TimeInterval) {
if isAlive {
moveBackgrounds()
}
if (touched) {
moveNodeToLocation()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?) {
if gameStarted == false {
isAlive = true
gameStarted = true
press.removeFromParent()
spawnSwans()
spawnEggs()
spawnBranches()
}
touched = true
for touch in touches {
location = touch.location(in:self)
}
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "Retry" {
self.removeAllActions()
self.removeAllChildren()
initialize()
}
if atPoint(location).name == "Quit" {
let mainMenu = MainMenuScene(fileNamed: "MainMenuScene")
mainMenu!.scaleMode = .aspectFill
self.view?.presentScene(mainMenu!, transition:
SKTransition.fade(withDuration: TimeInterval(1)))
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event:
UIEvent?) {
touched = false
}
override func touchesMoved(_ touches: Set<UITouch>, with event:
UIEvent?) {
for touch in touches {
location = touch.location(in: self)
}
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Player" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Egg" {
incrementScore()
secondBody.node?.removeFromParent()
} else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Swan" {
if isAlive {
playerDied()
firstBody.node?.removeFromParent()
}
} else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Branch" {
if isAlive {
playerDied()
firstBody.node?.removeFromParent()
}
} else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Wall1" {
if isAlive {
playerDied()
firstBody.node?.removeFromParent()
}
} else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Wall2" {
if isAlive {
playerDied()
firstBody.node?.removeFromParent()
}
}
}
func initialize() {
gameStarted = false
isAlive = false
score = 0
physicsWorld.contactDelegate = self
createInstructions()
createPlayer()
createBackgrounds()
createWall1()
createWall2()
createLabel()
}
func createInstructions() {
press = SKSpriteNode(imageNamed: "Press")
press.anchorPoint = CGPoint(x: 0.5, y: 0.5)
press.position = CGPoint(x: 0, y: 100)
press.setScale(0.4)
press.zPosition = 10
self.addChild(press)
}
func createPlayer() {
player = Player(imageNamed: "Player")
player.initialize()
player.position = CGPoint(x: 0, y: 0)
self.addChild(player)
}
func createBackgrounds() {
for i in 0...2 {
let bg = SKSpriteNode(imageNamed: "BG")
bg.name = "BG"
bg.anchorPoint = CGPoint(x: 0.5, y: 0.5 )
bg.position = CGPoint(x: 0, y: CGFloat(i) * bg.size.height)
self.addChild(bg)
}
}
func createWall1() {
for i in 0...2 {
let wall = SKSpriteNode(imageNamed: "Wall1")
wall.name = "Wall1"
wall.zPosition = 4
wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
wall.position = CGPoint(x: -(self.frame.size.width / 2) + 23,
y: CGFloat(i) * wall.size.height)
wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
wall.size.width - 30, height: wall.size.height))
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.isDynamic = false
wall.physicsBody?.categoryBitMask = ColliderType.Wall1
self.addChild(wall)
}
}
func createWall2() {
for i in 0...2 {
let wall = SKSpriteNode(imageNamed: "Wall2")
wall.name = "Wall2"
wall.zPosition = 4
wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
wall.position = CGPoint(x: (self.frame.size.width / 2) - 23, y:
CGFloat(i) * wall.size.height)
wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
wall.size.width - 30, height: wall.size.height))
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.isDynamic = false
wall.physicsBody?.categoryBitMask = ColliderType.Wall2
self.addChild(wall)
}
}
func moveBackgrounds() {
enumerateChildNodes(withName: "BG", using: ({
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height) {
node.position.y += self.frame.height * 3
}
}))
enumerateChildNodes(withName: "Wall1", using: ({
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height) {
node.position.y += self.frame.height * 3
}
}))
enumerateChildNodes(withName: "Wall2", using: ({
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height) {
node.position.y += self.frame.height * 3
}
}))
}
func createSwans() {
swan = SKSpriteNode(imageNamed: "Swan")
swan.name = "Swan"
swan.anchorPoint = CGPoint(x: 0.5, y: 0.5)
swan.position = CGPoint(x: 0, y: 300)
swan.zPosition = 5
swan.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
swan.size.width - 50, height: swan.size.height - 50))
swan.physicsBody?.categoryBitMask = ColliderType.Swan
swan.physicsBody?.affectedByGravity = false
swan.physicsBody?.isDynamic = false
swan.position.y = self.size.height + 100
swan.position.x = CGFloat.randomBetweenNumbers(firstNum: -255,
secondNum: 255)
self.addChild(swan)
let destination = self.frame.height * 2
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
swan.run(SKAction.sequence([move, remove]), withKey: "MoveSwans")
}
func spawnSwans() {
let spawn = SKAction.run({ () -> Void in
self.createSwans()
})
let delay = SKAction.wait(forDuration: TimeInterval(0.8))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnSwans")
}
func createBranches() {
let branch = SKSpriteNode(imageNamed: "Branch")
branch.name = "Branch"
branch.anchorPoint = CGPoint(x: 0.5, y: 0.5)
branch.position = CGPoint(x: 0, y: 500)
branch.zPosition = 4
branch.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
branch.size.width - 30, height: branch.size.height - 30))
branch.physicsBody?.categoryBitMask = ColliderType.Branch
branch.physicsBody?.affectedByGravity = false
branch.physicsBody?.isDynamic = false
branch.position.y = self.frame.height + 500
branch.position.x = CGFloat.randomBetweenNumbers(firstNum: -228,
secondNum: 228)
self.addChild(branch)
let destination = self.size.height / 1.5
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
branch.run(SKAction.sequence([move, remove]), withKey:
"MoveBranches")
}
func spawnBranches() {
let spawn = SKAction.run({ () -> Void in
self.createBranches()
})
let delay = SKAction.wait(forDuration: TimeInterval(1.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey:
"SpawnBranches")
}
func createEggs() {
let egg = SKSpriteNode(imageNamed: "Egg")
egg.name = "Egg"
egg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
egg.position = CGPoint(x: 0, y: 500)
egg.zPosition = 3
egg.setScale(0.3)
egg.physicsBody = SKPhysicsBody(circleOfRadius: egg.size.height / 2
- 5)
egg.physicsBody?.categoryBitMask = ColliderType.Score
egg.physicsBody?.collisionBitMask = 0
egg.physicsBody?.affectedByGravity = false
egg.physicsBody?.restitution = 0
egg.physicsBody?.isDynamic = false
egg.position.y = self.frame.height + 500
egg.position.x = CGFloat.randomBetweenNumbers(firstNum: -250,
secondNum: 250)
self.addChild(egg)
let destination = self.size.height / 2
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
egg.run(SKAction.sequence([move, remove]), withKey: "MoveEggs")
}
//testa göra likadant med createCrocodiles och spawnCrocodiles som du
gör med createScore och spawnScore
func spawnEggs() {
let spawn = SKAction.run({ () -> Void in
self.createEggs()
})
let delay = SKAction.wait(forDuration: TimeInterval(3))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnEggs")
}
func createLabel() {
scoreLabel.zPosition = 7
scoreLabel.position = CGPoint(x: 0, y: -300)
scoreLabel.fontName = "Bradley Hand"
scoreLabel.fontSize = 120
scoreLabel.text = "0"
self.addChild(scoreLabel)
}
func incrementScore() {
score += 1
scoreLabel.text = String(score)
}
func playerDied() {
self.removeAction(forKey: "SpawnSwans")
self.removeAction(forKey: "SpawnBranches")
self.removeAction(forKey: "SpawnEggs")
for child in children {
if child.name == "Swan" {
child.removeAction(forKey: "MoveSwans")
} else if child.name == "Branch" {
child.removeAction(forKey: "MoveBranches")
} else if child.name == "Egg" {
child.removeAction(forKey: "MoveEggs")
}
}
isAlive = false
let highscore = GameManager.instance.getHighscore()
if highscore < score {
GameManager.instance.setHighscore(highscore: score)
}
let retry = SKSpriteNode(imageNamed: "Retry")
let quit = SKSpriteNode(imageNamed: "Quit")
retry.name = "Retry"
retry.anchorPoint = CGPoint(x: 0.5, y: 0.5)
retry.position = CGPoint(x: -150, y: 0)
retry.zPosition = 8
retry.setScale(0)
quit.name = "Quit"
quit.anchorPoint = CGPoint(x: 0.5, y: 0.5)
quit.position = CGPoint(x: 150, y: 0)
quit.zPosition = 8
quit.setScale(0)
let scaleUp = SKAction.scale(to: 1, duration: TimeInterval(0.5))
retry.run(scaleUp)
quit.run(scaleUp)
self.addChild(retry)
self.addChild(quit)
}
func moveNodeToLocation() {
// Compute vector components in direction of the touch
var dx = location.x - player.position.x
// How fast to move the node. Adjust this as needed
let speed:CGFloat = 0.08
// Scale vector
dx = dx * speed
player.position = CGPoint(x:player.position.x+dx, y: 0)
}
}
答案 0 :(得分:0)
我在这里看到你的问题,所以如果我理解正确的话,你希望能够拿起电源或硬币而不会与你的播放器发生碰撞。
在这种情况下,你只需要从你的玩家collisionBitMask中删除你不想碰撞的项目,反之亦然,因为这决定了什么与什么相撞。您仍然可以使用contactBitMask检查与其的联系。这里还有一个链接,详细解释了collisionBitMasks How does collisionBitMask work? Swift/SpriteKit!