我正在创建一个游戏,在该游戏中,球在顶部产生,然后掉落并反弹到地面上(此方法有效)。我现在正在进行碰撞,子弹击中球并弹起。如果您需要任何其他代码,我会将其发布。 (已编辑)
import Foundation
import SpriteKit
已移动到视图
struct PhysicsCategory {
static let none: UInt32 = 0b0
static let player: UInt32 = 0b1
static let ball: UInt32 = 0b10
static let bullet: UInt32 = 0b100
static let ground: UInt32 = 0b1000
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFrom: self.frame)
sceneBody.friction = 0
self.physicsBody = sceneBody
player.position = CGPoint(x: self.size.width/2, y: self.size.height / 8)
var timer = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(spawnBullet), userInfo: nil, repeats: true)
player.size = CGSize(width: 100, height: 100)
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width/2)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.isDynamic = true
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
ball.physicsBody?.restitution = 1
ball.physicsBody?.linearDamping = 0
bullet.size = CGSize(width: 30, height: 30)
bullet.zPosition = -5
bullet.position = CGPoint(x: player.position.x, y: player.position.y)
let action = SKAction.moveTo(y: self.size.height + 30, duration: 1.0)
bullet.run(SKAction.repeatForever(action))
bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width/2)
bullet.name = "bullet"
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.none
player.physicsBody?.contactTestBitMask = PhysicsCategory.ball
bullet.physicsBody?.categoryBitMask = PhysicsCategory.bullet
bullet.physicsBody?.collisionBitMask = PhysicsCategory.none
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.ball
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bullet
ball.physicsBody?.collisionBitMask = PhysicsCategory.ground
ground.physicsBody?.categoryBitMask = PhysicsCategory.ground
ground.physicsBody?.collisionBitMask = PhysicsCategory.ball
ground.physicsBody?.contactTestBitMask = PhysicsCategory.none
player.name = "player"
addChild(player)
ballSpawner(delay: 2.0)
spawnGround()
}
//didBegin function
func didBegin(_ contact: SKPhysicsContact) {
// print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
我认为这部分不正确 我的情况对吗?因为当我尝试写子弹和球时,它给我一个错误-“ Binary operator'|'不能应用于两个'SKSpriteNode'操作数”。因此只调用默认情况。
switch contactMask {
//This case never gets called, i can't see it in the console when i run it
case PhysicsCategory.bullet | PhysicsCategory.ball:
let bullet = contact.bodyA.categoryBitMask ==
PhysicsCategory.bullet ? contact.bodyA.node : contact.bodyB.node
let ball = contact.bodyA.categoryBitMask ==
PhysicsCategory.ball ? contact.bodyA.node : contact.bodyB.node
collisionBulletAndBall(ball: (ball)!, bullet: (bullet)!)
print("bullet and ball have contacted.")
case PhysicsCategory.bullet:
print("bullet contact")
case PhysicsCategory.ball & PhysicsCategory.bullet:
print("collision ball with bullet")
default:
print("Some other contact occurred")
}
}
func gameOver() {
print("game over")
}
func collisionBulletAndBall(ball: SKNode, bullet: SKNode) {
ball.removeFromParent()
bullet.removeFromParent()
print("collision")
}
@objc func spawnBullet() {
var bullet = SKSpriteNode(imageNamed: "bullet")
bullet.size = CGSize(width: 30, height: 30)
bullet.zPosition = -5
bullet.position = CGPoint(x: player.position.x, y: player.position.y)
let action = SKAction.moveTo(y: self.size.height + 30, duration: 1.0)
bullet.run(SKAction.repeatForever(action))
bullet.name = "bullet"
self.addChild(bullet)
bullets.append(bullet)
}
func spawnScoreBall() {
var ballSize = CGSize(width: 30, height: 30)
//Random Size
let randomSize = arc4random() % 3
switch randomSize {
case 1:
ballSize.width *= 1.2
ballSize.height *= 1.2
case 2:
ballSize.width *= 1.5
ballSize.height *= 1.5
default:
break
}
var ball = SKSpriteNode(imageNamed: "ball")
ball.size = ballSize
let y = size.height-ballSize.height/2
//Random x
var randomX = CGFloat(arc4random() % UInt32(size.width - ballSize.width))
randomX -= size.width/2-ballSize.width*4
ball.position = CGPoint(x: randomX, y: y)
//Moving logic
// let moveDownAction = SKAction.moveBy(x: 0, y: -size.height + ball.size.height, duration: 2.0)
// let destroyAction = SKAction.removeFromParent()
// let sequenceAction = SKAction.sequence([moveDownAction, destroyAction])
// ball.run(sequenceAction)
//Rotation
var rotateAction = SKAction.rotate(byAngle: 1, duration: 1)
let randomRotation = arc4random() % 2
if randomRotation == 1 {
rotateAction = SKAction.rotate(byAngle: -1, duration: 1)
}
let repeatForeverAction = SKAction.repeatForever(rotateAction)
ball.run(repeatForeverAction)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.restitution = 1
ball.physicsBody?.linearDamping = 0
ball.zPosition = 3
blocks.append(ball)
self.addChild(ball)
}
产生地面行动
func spawnGround() {
ground = SKSpriteNode(color: UIColor.white, size: CGSize(width: self.frame.size.width, height: 50))
ground.position = CGPoint(x: self.size.width/2, y: 0)
}
答案 0 :(得分:2)
player
和bullet
似乎没有物理物体(没有player.physicsBody = SKPhysicsBody
...和bullet.physicsBody = SKPhysicsBody
...
将球的物理物体分配为 way :
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball
ball.physicsBody?.contactTestBitMask = PhysicsCategory.bullet | PhysicsCategory.ground | PhysicsCategory.player
ball.physicsBody?.collisionBitMask = PhysicsCategory.bullet | PhysicsCategory.ground | PhysicsCategory.player
然后再
ball.physicsBody = SKPhysicsBody
...
所以所有这些ball.physicsBody
分配都没有做,因为physicsBody?
是'nil'
编辑:您的didBegin
看起来有点混乱。试试这个:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case PhysicsCategory.bullet | PhysicsCategory.ball:
let bullet = contact.bodyA.categoryBitMask == bullet ? contact.bodyA.node : contact.bodyB.node
let ball = contact.bodyA.categoryBitMask == ball ? contact.bodyA.node : contact.bodyB.node
ball.removeFromParent()
bullet.removeFromParent()
print("bullet and ball have contacted.")
default:
print("Some other contact occurred")
}
在删除球时,我删除了球物理实体的isDynamic
和affectedByGravity
属性的设置。