我正在尝试在Swift中使用Spritekit编写游戏。目的是逃脱他的角色即将到来的矩形。现在,我在使用SKPhysicsContactDelegate(didBegin())方法时犯了一个错误,因此无法识别图形与矩形之一的接触。有人可以帮我找到错误吗?
import SpriteKit
enum bodyType: UInt32 {
case rechteckRechts = 1
case rechteckLinks = 2
case figur = 4
}
class PlayScene: SKScene, SKPhysicsContactDelegate {
let figur = SKSpriteNode(imageNamed: "Punkt.jpg")
@objc func addRechteck(){
let rechteckRechts = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckRechts.physicsBody = SKPhysicsBody()
rechteckRechts.physicsBody?.isDynamic = false
rechteckRechts.physicsBody?.categoryBitMask = bodyType.rechteckRechts.rawValue
let rechteckLinks = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckLinks.physicsBody = SKPhysicsBody()
rechteckLinks.physicsBody?.isDynamic = false
rechteckLinks.physicsBody?.categoryBitMask = bodyType.rechteckLinks.rawValue
let groesse = arc4random_uniform(5)+1
print(groesse)
switch groesse {
case 1:
rechteckLinks.xScale = 0.5
rechteckRechts.xScale = 1.5
case 2:
rechteckLinks.xScale = 1.5
rechteckRechts.xScale = 0.5
case 3:
rechteckLinks.xScale = 1
rechteckRechts.xScale = 1
case 4:
rechteckLinks.xScale = 1.25
rechteckRechts.xScale = 0.75
case 5:
rechteckLinks.xScale = 0.75
rechteckRechts.xScale = 1.25
default:
print("Fehler in der Wahrscheinlichkeit!!!")
}
rechteckRechts.position = CGPoint(x: frame.minX + (rechteckRechts.size.width / 2), y: frame.maxY)
rechteckLinks.position = CGPoint(x: frame.maxX - (rechteckLinks.size.width / 2), y: frame.maxY)
let moveDown = SKAction.moveBy(x: 0, y: -5000, duration: 20.0)
rechteckLinks.run(moveDown)
rechteckRechts.run(moveDown)
self.addChild(rechteckRechts)
self.addChild(rechteckLinks)
}
override func didMove(to view: SKView) {
physicsWorld.gravity = .zero
physicsWorld.contactDelegate = self
figur.xScale = 0.4
figur.yScale = 0.4
figur.position = CGPoint(x: frame.midX, y: frame.maxY / 4)
figur.physicsBody = SKPhysicsBody()
figur.physicsBody?.isDynamic = false
figur.physicsBody?.categoryBitMask = bodyType.figur.rawValue
self.addChild(figur)
self.backgroundColor = SKColor.white
let wait1 = SKAction.wait(forDuration: 3)
let timer = SKAction.repeatForever(SKAction.sequence([wait1, SKAction.run {
self.addRechteck()
}]))
self.run(timer, withKey: "addRechteck")
}
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case bodyType.figur.rawValue | bodyType.rechteckLinks.rawValue:
print("contact")
case bodyType.figur.rawValue | bodyType.rechteckRechts.rawValue:
print("contact")
default:
return
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ){
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}
}
答案 0 :(得分:0)
您似乎没有设置碰撞和contactTest位掩码。这些是物理体的属性。 collisionBitMask
控制哪些对象从其他对象反弹。默认情况下,其他所有东西都会反弹。
contactTestBitMask
是此设计中的重要内容,因为它控制哪些对象在与其他对象联系时调用“ didBegin”。默认情况下,该值为0,表示没有注册任何联系人。在这里查看我的答案:https://stackoverflow.com/a/40596890/1430420以获得详细说明。
在您的特定示例中,您似乎想知道figur
与rechteckLinks
或rechteckRechts
何时建立联系,因此您想关注contactTestBitMasks
:>
figur.physicsBody!.cagegoryBitMask = bodyType.figur
figur.physicsBody!.contactTestBitMask = bodyType.rechteckRechts | bodyType.rechteckLinks
编辑:更正figur
的物理身体的定义:
我们更改了?至 !这样我们就可以在物理体不存在的情况下崩溃。我们还将isDynamic
属性更改为true
,因为不是动态的物理物体无法注册接触(我认为)。其他2个也可以不动态。我们将collisionTestBitMask
分配给所有我们希望在发生碰撞时得到通知的类别的值,并在逻辑上进行“或”运算
figur.physicsBody!.isDynamic = true
figur.physicsBody!.categoryBitMask = bodyType.figur.rawValue
figur.physicsBody!.contactTestBitMask = bodyType.rechteckRechts.rawValue | bodyType.rechteckLinks.rawValue