因此我的GameScene
类(SKScene
的子类)中有以下代码:
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
addChild(balloon)
addChild(monkey)
monkey.physicsBody = SKPhysicsBody(rectangleOf: monkey.frame.size)
monkey.physicsBody?.isDynamic = false
monkey.physicsBody?.categoryBitMask = 0
monkey.physicsBody?.contactTestBitMask = 1//Balloon.categoryBitMask
balloon.physicsBody = SKPhysicsBody(rectangleOf: balloon.frame.size)
balloon.physicsBody?.isDynamic = false
balloon.physicsBody?.categoryBitMask = 1
balloon.physicsBody?.contactTestBitMask = 0
balloon.start()
我可以看到气球和猴子节点在模拟器中相互接触,但是什么也没有发生。我还遵循了SKPhysicsContactDelegate
协议,就像这样:
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
print("CONTACT!!!")
}
}
编辑:我设置了isDynamic = true
,并打印了“ CONTACT !!”。符合预期,但是我不希望这些对象影响彼此的位置