联系代表失踪

时间:2018-12-18 14:41:23

标签: swift sprite-kit

我正在尝试为我的应用创建新的水平。老实说,我只是将代码从视图控制器和游戏场景复制并粘贴到其他我更改了名称的文件中。是的,我也更改了文件内部的名称,因此它将与新级别匹配。但是,我的联系人代表现在无法在新级别上工作。我该如何解决?

Cannot assign value of type 'Level1' to type 'SKPhysicsContactDelegate?'

我在做什么错?我只是在创建新关卡之前检查了我的主文件,现在它有错误。我没有更改任何编码。

    import SpriteKit
    import GameplayKit

    class Level1: SKScene {

        var ball = SKSpriteNode()
        var danger1 = SKSpriteNode()
        var danger2 = SKSpriteNode()
        var goal = SKSpriteNode()


        over

ride func didMove(to view: SKView) {

        physicsWorld.contactDelegate = self
        ball = self.childNode(withName: "ball") as! SKSpriteNode
        danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
        danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
        goal = self.childNode(withName: "goal") as! SKSpriteNode

        let border = SKPhysicsBody(edgeLoopFrom: self.frame)
        border.friction = 0
        border.restitution = 0

        danger1.physicsBody = SKPhysicsBody(rectangleOf: danger1.size)
        danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger1.physicsBody?.isDynamic = false

        danger2.physicsBody = SKPhysicsBody(rectangleOf: danger2.size)
        danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger2.physicsBody?.isDynamic = false

        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
        ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
        ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory | PhysicsCategories.goalCategory
        ball.physicsBody?.collisionBitMask = PhysicsCategories.none
        ball.physicsBody?.isDynamic = true
        ball.physicsBody!.affectedByGravity = false

        goal.physicsBody = SKPhysicsBody(rectangleOf: goal.size)
        goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
        goal.physicsBody?.isDynamic = false


        setupPhysics()
        startGame()
    }
    func setupPhysics() {
        physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
        physicsWorld.contactDelegate = self
    }


    func startGame() {
        ball.position = CGPoint(x: 0, y: 550)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
        }
    }

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

        }
    }

    override func update(_ currentTime: TimeInterval) {
        // Called before each frame is rendered
    }
}

extension GameScene: SKPhysicsContactDelegate {



    func didBegin(_ contact: SKPhysicsContact) {
        let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

        if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
            print("Contact")
        } else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
            print("goal contact")
        }
    }

}

1 个答案:

答案 0 :(得分:1)

创建GameScene的扩展名,而不是创建Level1的扩展名

extension Level1: SKPhysicsContactDelegate