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!
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 点 和 墙
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