我一直在开发利用瓷砖地图的2D SpriteKit
游戏。我使用此功能向瓷砖地图添加了SKPhysicsBody
:
import SpriteKit
func giveTileMapPhysicsBody(map: SKTileMapNode) {
let tileMap = map
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2.0 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2.0 * tileSize.height
for col in 0..<tileMap.numberOfColumns {
for row in 0..<tileMap.numberOfRows {
if let tileDefinition = tileMap.tileDefinition(atColumn: col, row: row)
{
//let isEdgeTile = tileDefinition.userData?["AddBody"] as? Int //uncomment this if needed, see article notes
//if (isEdgeTile != 0) {
let tileArray = tileDefinition.textures
let tileTexture = tileArray[0]
let x = CGFloat(col) * tileSize.width - halfWidth + (tileSize.width/8)
let y = CGFloat(row) * tileSize.height - halfHeight + (tileSize.height/8)
_ = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
let tileNode = SKNode()
tileNode.position = CGPoint(x: x, y: y)
tileNode.physicsBody = SKPhysicsBody(texture: tileTexture, size: CGSize(width: (tileTexture.size().width), height: (tileTexture.size().height)))
tileNode.physicsBody?.linearDamping = 0.8 //60.0
tileNode.physicsBody?.affectedByGravity = false
tileNode.physicsBody?.allowsRotation = false
tileNode.physicsBody?.restitution = 0.2
tileNode.physicsBody?.isDynamic = false
tileNode.physicsBody?.categoryBitMask = PhysicsCategory.tileMap
tileNode.physicsBody?.contactTestBitMask = PhysicsCategory.player
tileNode.physicsBody?.collisionBitMask = PhysicsCategory.player
tileNode.physicsBody?.friction = 0.8 // 3.0
tileMap.addChild(tileNode)
//}
}
}
}
}
您可以在第一个屏幕截图中看到,当我在模拟器上运行游戏时,一切正常,但是当我在真实的iPhone或iPad上运行游戏时,平铺贴图物理存在一个错误(第二张图片)。正如您可以在第二张图像上看到的那样,在我的真实设备上运行该图像时存在物理间隙。 你知道会是什么吗?
编辑:
答案 0 :(得分:0)
尝试像这样实现它
typealias TileCoordinates = (column: Int, row: Int)
func giveTileMapPhysicsBody(map: SKTileMapNode) {
let tileMap = map
var physicsBodies = [SKPhysicsBody]()
for row in 0..<tileMap.numberOfRows {
for column in 0..<tileMap.numberOfColumns {
guard let tile = tile(in: tileMap, at: (column, row)) else { continue }
let center = tileMap.centerOfTile(atColumn: column, row: row)
let body = SKPhysicsBody(rectangleOf: tile.size, center: center)
physicsBodies.append(body)
}
}
tileMap.physicsBody = SKPhysicsBody(bodies: physicsBodies)
tileMap.physicsBody?.categoryBitMask = PhysicsCategory.tileMap
tileMap.physicsBody?.contactTestBitMask = PhysicsCategory.player
tileMap.physicsBody?.collisionBitMask = PhysicsCategory.player
tileMap.physicsBody?.linearDamping = 0.8 //60.0
tileMap.physicsBody?.affectedByGravity = false
tileMap.physicsBody?.allowsRotation = false
tileMap.physicsBody?.restitution = 0.2
tileMap.physicsBody?.isDynamic = false
tileMap.physicsBody?.friction = 0.8 // 3.0
}
func tile(in tileMap: SKTileMapNode, at coordinates: TileCoordinates) -> SKTileDefinition? {
return tileMap.tileDefinition(atColumn: coordinates.column, row: coordinates.row)
}