我有2个类别
enum ColliderType:UInt32 {
case bulletCategory = 1
case bossCategory = 2
}
我让班级使用SKPhysicsContactDelegate并创建了一个节点
class PlayScene: SKScene, SKPhysicsContactDelegate {
var charBullets :[SKSpriteNode] = [SKSpriteNode]()
var charBulletTexture = SKTexture(imageNamed: "Bullet1.png")
var boss = SKSpriteNode()
var bossTexture = SKTexture(imageNamed: "BossImage.png")
并设置physicsWorld.contactDelegate并在didMove(以查看:SKView)函数中创建一个节点
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
boss.name = "boss"
boss = SKSpriteNode(texture: bossTexture)
boss.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 300, height: 300))
boss.physicsBody?.usesPreciseCollisionDetection = true
boss.physicsBody!.isDynamic = true
boss.physicsBody!.affectedByGravity = false
boss.size = CGSize(width: 300, height: 300)
boss.physicsBody!.categoryBitMask = ColliderType.bossCategory.rawValue
boss.physicsBody!.collisionBitMask = 0
boss.physicsBody!.contactTestBitMask = ColliderType.bulletCategory.rawValue
boss.position = CGPoint(x: 0, y: self.size.height/4)
addChild(boss)
}
我在touchesBegan函数中创建了另一个节点
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(circleOfRadius: charBullet.size.width/64)
charBullet.physicsBody!.isDynamic = true
charBullet.physicsBody!.usesPreciseCollisionDetection = true
charBullet.physicsBody!.affectedByGravity = false
charBullet.physicsBody!.velocity = CGVector.init(dx: 0, dy: 450)
charBullet.physicsBody!.categoryBitMask = ColliderType.bulletCategory.rawValue
charBullet.physicsBody!.collisionBitMask = 0
charBullet.physicsBody!.contactTestBitMask = ColliderType.bossCategory.rawValue
charBullet.position = CGPoint(x: character.position.x, y: character.position.y + 100)
addChild(charBullet)
charBullets.append(charBullet)
}
然后我有一个didBegin(_联系人:SKPhysicsContact),但是当子弹和上司发生碰撞时不会被调用
func didBegin(_ contact: SKPhysicsContact) {
//not printed
print("contact!")
if(charBullets.count > 0) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if(contact.bodyA.node?.name == "bullet") {
print("test1")
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
print("test2")
firstBody = contact.bodyB
secondBody = contact.bodyA
print(secondBody)
}
if(firstBody.node?.name == "bullet") {
print("bulletname")
}
if(firstBody.node?.name == "boss") {
print("bossname")
}
if(secondBody.node?.name == "bullet") {
print("bulletname2")
}
if(secondBody.node?.name == "boss") {
print("bossname2")
}
if(firstBody.node?.name == "bullet" && secondBody.node?.name == "boss") {
print("hit the boss!")
charBullets[i].removeFromParent()
bossHealth -= 1
bossHealthLabel.text = "Boss Health \(bossHealth)"
}
}
}
}
答案 0 :(得分:0)
更新:我通过更改其PhysicsBodys使其使用图像纹理大小(而不是设置值)并通过使用以下方式在节点创建下设置其名称来对其进行修复:
boss = SKSpriteNode(texture: bossTexture)
boss.name = "boss"
boss.physicsBody = SKPhysicsBody(texture: bossTexture, size: bossTexture.size())
和
let charBullet = SKSpriteNode(texture: charBulletTexture)
charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(texture: charBulletTexture, size: charBulletTexture.size())