SKSpitekit节点之间未检测到冲突

时间:2018-09-28 13:13:59

标签: swift sprite-kit skspritenode skphysicsbody skphysicscontact

我正在建造一个迷宫,并为墙壁添加了一些SKSpritekit节点,为播放器添加了一个点。但是,当点和墙壁碰撞时,不会检测到碰撞。我的代码如下:

import UIKit
import SpriteKit
import GameplayKit
import Foundation
import GameplayKit


class level1: SKScene, SKPhysicsContactDelegate {
    var entities = [GKEntity]()
    var graphs = [String : GKGraph]()
    var dot = SKSpriteNode()

override func sceneDidLoad () {
    buildMaze()
    addDot()

    func addDot() {
    let startNum = x * (y - 1)
    startCoord = coordArray[startNum]
    dot = SKSpriteNode(imageNamed: "redDot")
    dot.physicsBody?.isDynamic = true
    dot.size = CGSize(width: 20, height: 20)
    dot.position = startCoord
    dot.physicsBody = SKPhysicsBody(circleOfRadius: 10)
    dot.physicsBody?.mass = 0
    dot.physicsBody?.usesPreciseCollisionDetection = true
    self.addChild(dot)
}

 func buildMaze() {
    let difference =  coordArray[1].x - coordArray[0].x 
    let wallDistance = difference/2
    let thickness = CGFloat(3)
    let length = difference  - CGFloat(thickness)/2



    var count = 0
    for point in coordArray {

        let northWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: length, height: thickness))
        northWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: length, height: thickness))
        northWall.physicsBody?.mass = 200000

        let southWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: length, height: thickness))
        southWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: length, height: thickness))
        southWall.physicsBody?.mass = 200000

        let eastWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: thickness, height: length ))
        eastWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: thickness, height: length))
        eastWall.physicsBody?.mass = 200000

        let westWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: thickness, height: length ))
        westWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: thickness, height: length))
        westWall.physicsBody?.mass = 200000


        if !instructions[count].contains("N")  {
            //print("added north wall")
            northWall.position = CGPoint (x: point.x , y: point.y + wallDistance)
            if nodes(at: northWall.position) == [] {

                addChild(northWall)}
            else {print("north wall already there")}

        }
        if !instructions[count].contains("S")  {
            //print("added south wall")
            southWall.position = CGPoint (x: point.x , y: point.y - wallDistance)
            if nodes(at: southWall.position) == [] {

                addChild(southWall)}
            else {//print("southwall already there")

            }

        }
        if !instructions[count].contains("E")  {
            //print("added east wall")
            eastWall.position = CGPoint (x: point.x + wallDistance , y: point.y)
            if nodes(at: eastWall.position) == [] {

                addChild(eastWall)}
            else {//print("east already there")

            }

        }
        if !instructions[count].contains("W")  {
            //print("added west wall")
            westWall.position = CGPoint (x: point.x - wallDistance , y: point.y)
            if nodes(at: westWall.position) == [] {

                addChild(westWall)}
            else {//print("west wall already there")

            }

        }
        count = count + 1

    }
}


    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches {
            let location = t.location(in: self)
            dot.position.x = location.x
            dot.position.y = location.y
        }
    }

func didBegin(_ contact: SKPhysicsContact) {
    print("contact!")


}

墙壁如我所愿出现,圆点也位于正确的位置。

我给它们每个添加了20000的质量,以便当我移动圆点时,墙壁保持原位。但是,当我用手指移动圆点时,它只是直接穿过迷宫的壁,而不会被它们挡住。

我在didBegin函数中添加了一条print语句,以查看至少它是否检测到sprite之间的任何接触,但是没有。

这是为什么?

欢呼!

2 个答案:

答案 0 :(得分:4)

首先在didMoveTo或sceneDidLoad中,需要设置physicsContactDelegate:

override func sceneDidLoad () {
    physicsWorld.contactDelegate = self
    buildMaze()
    addDot()
}

要设置接触/碰撞遮罩,您必须采用这种方式,因为它们基于位操作:

让我们假设您要在

struct PhysicsCategory {
    static let wall: UInt32 = 0x1 << 1
    static let dot: UInt32 = 0x1 << 2
}
  

如果需要,可以将结构放在类之上

然后,当您分配物理主体时,必须设置位掩码:

对于点:

    dot.physicsBody?.categoryBitMask = PhysicsCategory.dot
    dot.physicsBody?.contactTestBitMask = PhysicsCategory.wall
    dot.physicsBody?.collisionBitMask = PhysicsCategory.wall 

    //Collision is different from contact, so if you want to avoid collision
    //dot.physicsBody?.collisionBitMask = PhysicsCategory.dot 

碰撞不同于联系人,请检查apple documentation about it

对于墙壁:

    northWall.physicsBody?.categoryBitMask = PhysicsCategory.wall
    northWall.physicsBody?.contactTestBitMask = PhysicsCategory.dot
    northWall.physicsBody?.collisionBitMask = PhysicsCategory.dot

    //Do the same for all walls

如果您希望墙壁与多个物体接触或碰撞:

    northWall.physicsBody?.contactTestBitMask = PhysicsCategory.dot | PhysicsCategory.other
    northWall.physicsBody?.collisionBitMask = PhysicsCategory.dot | PhysicsCategory.other

对于墙有效,所有考虑点均应如此

答案 1 :(得分:1)

直接设置子画面的位置时,碰撞和接触检测效果不佳。

在您的代码中,这些行:

<TransparentInput
  autoFocus
  type="number"

直接设置 dot.position.x = location.x dot.position.y = location.y 的位置,覆盖物理引擎想要对对象进行的任何操作。

此外,您似乎没有设置任何必要的类别或碰撞/ contactTest位掩码。

您可以手动移动点,但是要检测与墙壁的接触,那么您可能需要查看屏幕上的触摸是否在墙壁内,如果是这种情况,则不要移动点。 (这意味着您根本不使用物理学)。

编辑:我关于碰撞和接触的循序渐进指南: https://stackoverflow.com/a/51041474/1430420

以及碰撞和接触的指南测试位掩码: https://stackoverflow.com/a/40596890/1430420