【发布时间】:2016-06-15 23:30:17
【问题描述】:
到目前为止,我有一个 SKSpriteNode 可以检测与我的球的碰撞,并在它们发生碰撞时将我的分数增加 + 1。碰撞中还有检测我的球是否撞到墙上的代码。
let scoreNode = SKSpriteNode()
scoreNode.size = CGSize(width: 750, height: 10)
scoreNode.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 100)
scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
scoreNode.physicsBody?.affectedByGravity = false
scoreNode.physicsBody?.dynamic = true
scoreNode.physicsBody?.categoryBitMask = PhysicsCat.Score
scoreNode.physicsBody?.collisionBitMask = 0
scoreNode.physicsBody?.contactTestBitMask = PhysicsCat.Ball
scoreNode.color = SKColor.clearColor()
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == PhysicsCat.Score && secondBody.categoryBitMask == PhysicsCat.Ball{
score += 1
scoreLbl.text = "\(score)"
firstBody.node?.removeFromParent()
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Score {
score += 1
scoreLbl.text = "\(score)"
secondBody.node?.removeFromParent()
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Wall || firstBody.categoryBitMask == PhysicsCat.Wall && secondBody.categoryBitMask == PhysicsCat.Ball{
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false{
died = true
createBTN()
fallDie()
}
}
else if firstBody.categoryBitMask == PhysicsCat.Ball && secondBody.categoryBitMask == PhysicsCat.Wall {
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false{
died = true
Ball.physicsBody?.velocity = CGVectorMake(0, 0)
createBTN()
}
}
}
我需要与上述代码完全分开的第二次碰撞检测^^。我如何让它们分开?我不认为你不能有两个 didBeginContact。我希望这不是太模糊或不清楚。所以很明显我需要第二个节点,叫它colorNode。如何检测我的球和 colorNode 之间的碰撞(colorNode 比我的 scoreNode 低大约 200 像素,所以它们不在同一个位置),而不会弄乱我检测球和墙壁之间碰撞的代码?
【问题讨论】:
标签: ios xcode swift collision-detection collision