我无法弄清楚如何区分不同的位掩码。
我希望这种情况发生:
/*func didBegin(_ contact: SKPhysicsContact) {
if (spaceship1 collides with spaceship2) {
print("contact between 1 and 2")
}
if (spaceship1 collides with spaceship3) {
print("contact between 1 and 3")
}
}
*/
这是我尝试过的代码:
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask = enemyCategory && contact.bodyB.categoryBitMask = enemy2Category) {
print("contact between 1 and 2")
}
}
我能得到一些帮助吗?
编辑:这是其他代码:
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let enemy2Category: UInt32 = 1
let enemyCategory: UInt32 = 2
let enemy3Category: UInt32 = 3
var spaceship1: SKSpriteNode!
var spaceship2: SKSpriteNode!
var spaceship3: SKSpriteNode!
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
spaceship1 = SKSpriteNode(imageNamed: "Spaceship");
spaceship1.setScale(CGFloat(0.1))
spaceship1.position = CGPoint(x: self.frame.width / 2, y: (self.frame.height / 2));
spaceship1.name = "spaceship1";
spaceship1.physicsBody = SKPhysicsBody(circleOfRadius: spaceship1.size.width / 2);
spaceship1.physicsBody?.isDynamic = true // apply gravity, friction, and collision
spaceship1.physicsBody?.affectedByGravity = true;
spaceship1.physicsBody?.allowsRotation = false
spaceship1.physicsBody = SKPhysicsBody(circleOfRadius: spaceship1.size.width / 2);
spaceship1.physicsBody?.categoryBitMask = enemy2Category
spaceship1.physicsBody?.collisionBitMask = enemyCategory
spaceship1.physicsBody?.contactTestBitMask = enemyCategory
spaceship2 = SKSpriteNode(imageNamed: "Spaceship");
spaceship2.setScale(CGFloat(0.1))
spaceship2.position = CGPoint(x: self.frame.width / 2, y: (spaceship1.position.y + 300));
spaceship2.name = "spaceship2";
spaceship2.physicsBody = SKPhysicsBody(circleOfRadius: spaceship2.size.width / 2);
spaceship2.physicsBody?.isDynamic = true // apply gravity, friction, and collision
spaceship2.physicsBody?.affectedByGravity = false;
spaceship2.physicsBody?.allowsRotation = false
spaceship2.physicsBody = SKPhysicsBody(circleOfRadius: spaceship2.size.width / 2);
spaceship2.physicsBody?.categoryBitMask = enemyCategory
spaceship2.physicsBody?.collisionBitMask = enemy2Category
spaceship2.physicsBody?.contactTestBitMask = enemy2Category
spaceship3 = SKSpriteNode(imageNamed: "Spaceship");
spaceship3.setScale(CGFloat(0.1))
spaceship3.position = CGPoint(x: self.frame.width / 2, y: (spaceship1.position.y + 300));
spaceship3.name = "spaceship3";
spaceship3.physicsBody = SKPhysicsBody(circleOfRadius: spaceship2.size.width / 2);
spaceship3.physicsBody?.isDynamic = true // apply gravity, friction, and collision
spaceship3.physicsBody?.affectedByGravity = false;
spaceship3.physicsBody?.allowsRotation = false
spaceship3.physicsBody = SKPhysicsBody(circleOfRadius: spaceship2.size.width / 2);
spaceship3.physicsBody?.categoryBitMask = enemy3Category
spaceship3.physicsBody?.collisionBitMask = enemy2Category | enemyCategory
spaceship3.physicsBody?.contactTestBitMask = enemy2Category | enemyCategory
addChild(spaceship1)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
addChild(spaceship3)
}
override func update(_ currentTime: TimeInterval) {
spaceship1.physicsBody?.affectedByGravity = false;
}
}
我只想弄清楚如何检测哪些位掩码相互接触。就像宇宙飞船1与太空船2接触一样,它会打印出来,但是如果宇宙飞船1与宇宙飞船3接触,它会打印出来#34;哇哇哇哇哇哇
答案 0 :(得分:0)
你在if语句中缺少一个=。
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == enemyCategory && contact.bodyB.categoryBitMask == enemy2Category) {
print("contact between 1 and 2")
}
}
答案 1 :(得分:0)
有一篇文档文章试图解释Sprite-Kit冲突和联系人中使用的位掩码,但我无法再链接到它。试着找到&#39;文档&#39;页面,标签&#39; Sprite-Kit&#39;然后操纵contactTest和collison位掩码来启用/禁用特定的接触和碰撞。&#39; &#39; SKNode Collision&#39;。
下的文章这一行有一个明显的问题:
let enemy3Category: UInt32 = 3
所有位掩码都有被认为是二进制的,而二进制3中则是11.这是&#39; 1&#39;位和&#39; 2&#39;将两者都设置为1. 类别定义应该只有1位设置为1,您可以通过对类别使用2的精确幂来确保 - 1,2,4,8,16,32等
场景中需要碰撞/联系的对象最初应该只属于一个类别。对于更高级的联系人和冲突,精灵可以属于多个类别。
答案 2 :(得分:0)
这将firstBody设置为较小的位掩码并将secondBody设置为较大的位掩码
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
确认bitmask1小于2和3。
if firstBody.categoryBitMask == bitMask1 && secondBody.categoryBitMask == bitMask.bitmask3 {
print("a")
//If ball hits a pad, activate the pad
}else if firstBody.categoryBitMask == bitMask1 && secondBody.categoryBitMask == bitMask.bitmask2 {
print("e")
}