【发布时间】:2016-04-03 21:54:58
【问题描述】:
我想使用 Swift 和 SpriteKit 重现 iOS 版 Super-Mario。我使用 SKPhysics-body 来模拟玩家和环境之间的碰撞。玩家和所有对象都有自己的 SKPhysicsBody(大小为矩形)。但是当玩家跳到一块砖头上(从左上角或右上角)like this 时,玩家会卡在空中。
我的假设是当两个 SKSpriteNode 碰撞时,它们会重叠一点。并且 SKPhysics-Engine 认为玩家在中间砖的顶部,因为玩家在上面的砖里面有一点点,然后跌倒在中间砖上。
所以我的问题是:如何防止 SKSPriteNodes 重叠?或者我该如何解决这个问题?
附:如果您需要更多信息来回答,请告诉我!
编辑:Brick 类的一些代码:
import SpriteKit
class Brick: SKSpriteNode {
let imgBrick = SKTexture(imageNamed: "Brick")
init(let xCoor: Float, let yCoor: Float) {
// position is a global variable wich is 1334/3840
super.init(texture: imgBrick, color: UIColor.clearColor(), size: CGSize(width: 80*proportion, height: 80*proportion))
position = CGPoint(x:Int(xCoor*667)+Int(40*proportion), y:Int(375-(yCoor*375))-Int(40*proportion))
name = "Brick"
physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
physicsBody?.affectedByGravity = false
physicsBody?.dynamic = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
还有我的玩家班级
import SpriteKit
class Mario: SKSpriteNode {
let atlas = SKTextureAtlas(named: "Mario")
var imgMario = [SKTexture]()
var action = SKAction()
init(let xCoor: Float, let yCoor: Float) {
for(var i = 1; i < 24; i++) {
imgMario.append(atlas.textureNamed("X\(i)"))
}
super.init(texture: imgMario[0], color: UIColor.clearColor(), size: CGSize(width: 120*proportion, height: 160*proportion))
position = CGPoint(x:Int(xCoor)+Int(60*proportion), y:Int(yCoor)-Int(90*proportion))
name = "Mario"
physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
physicsBody?.allowsRotation = false
action = SKAction.repeatActionForever(SKAction.animateWithTextures(imgMario, timePerFrame: 0.03, resize: false, restore: true))
runAction(action, withKey: "walking")
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
以及我的关卡课程的某些部分
class Level: SKScene, SKPhysicsContactDelegate {
var motionManager = CMMotionManager()
var mario = Mario(xCoor: 100, yCoor: 90)
var world = SKSpriteNode()
let MarioCategory: UInt32 = 0x1 << 0
let BrickCategory: UInt32 = 0x1 << 1
/*
Some more code...
*/
func setUpPhysics() {
physicsWorld.contactDelegate = self
mario.physicsBody!.categoryBitMask = marioCategory
mario.physicsBody?.collisionBitMask = brickCategory
mario.physicsBody?.contactTestBitMask = brickCategory
for(var i = 0; i < world.children.count; i++) {
if(world.children[i].name == "Brick") {
world.children[i].physicsBody?.categoryBitMask = brickCategory
world.children[i].physicsBody?.collisionBitMask = marioCategory
world.children[i].physicsBody?.contactTestBitMask = marioCategory
world.children[i].physicsBody?.friction = 0
}
}
}
}
【问题讨论】:
-
砖都是瓦片吗?它们是多个物理体还是一个大型物理体?
-
检查物理实体是否按应有的方式排列,如果您不知道该怎么做,请阅读this answer。如果主体没问题,请尝试将
block.physicsBody!.friction = 0设置为块 -
请提供代码,以便正确评估问题。
-
所有积木都有自己的(每块积木都有)物理体。我之前检查了安排,似乎一切都正确,请参见此处:link(我移除了左砖!)不幸的是 .physicsBody!.friction = 0 没有帮助。播放器仍然卡住。
-
试着让你的玩家物理身体变成一个圆圈
标签: ios swift sprite-kit collision overlapping