【发布时间】:2015-08-04 14:42:38
【问题描述】:
当我用大炮射击时,我在检测两个物体的碰撞时遇到了一些问题。目标是从它身上射出一颗子弹,并在它与障碍物相撞时立即将其移除。似乎游戏中根本没有发生碰撞,因为我无法收到我设置的“碰撞”消息。看看下面的代码:
class GameScene: SKScene, SKPhysicsContactDelegate {
enum BodyType: UInt32 {
case bullet = 1
case line = 2
case breaker = 4
}
我已经枚举了组件,因此我可以将它们设置在位掩码类别中。之后,我在触摸开始时进行了拍摄设置。
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
let bullet = SKSpriteNode(imageNamed: "bullet.png")
bullet.position = self.shooterTriangle.position
var actionRotate = SKAction.rotateToAngle(CGFloat(2 * -M_PI), duration: NSTimeInterval(0.1))
let actionMove = SKAction.moveTo(CGPoint(x: 500, y: size.height * 0.5), duration: NSTimeInterval(0.5))
let removeBullet = SKAction.removeFromParent()
bullet.runAction(SKAction.sequence([actionRotate]))
bullet.runAction(SKAction.sequence([actionMove, removeBullet]))
addChild(bullet)
// Bullet Physics Start ****
bullet.physicsBody? = SKPhysicsBody(circleOfRadius: bullet.size.width/2.0)
bullet.physicsBody?.dynamic = true
bullet.physicsBody?.affectedByGravity = false
bullet.physicsBody?.allowsRotation = false
bullet.physicsBody?.categoryBitMask = BodyType.bullet.rawValue
bullet.physicsBody?.contactTestBitMask = BodyType.line.rawValue
bullet.physicsBody?.collisionBitMask = BodyType.line.rawValue
}
}
然后我在 loadGameComponents 函数中添加了我希望子弹碰撞的行...
func loadGameComponents() {
//Load line....
let line = SKSpriteNode(imageNamed: "Line_1.png")
line.position = CGPoint(x: size.width * 0.95, y: size.height * (2.0))
addChild(line)
var actualSpeedDuration = 2.2
let lineActionMove = SKAction.moveTo(CGPoint(x: size.width * 0.95, y: size.height * 0.6), duration: NSTimeInterval(actualSpeedDuration))
line.runAction(SKAction.sequence([lineActionMove]))
// Line Physics starts! *****
line.physicsBody? = SKPhysicsBody(rectangleOfSize: CGSize(width: line.size.width, height: line.size.height))
line.physicsBody?.dynamic = false
line.physicsBody?.affectedByGravity = false
line.physicsBody?.allowsRotation = false
line.physicsBody?.categoryBitMask = BodyType.line.rawValue
line.physicsBody?.contactTestBitMask = BodyType.bullet.rawValue
line.physicsBody?.collisionBitMask = 0
最后,我在 didLoad 函数中定义了 contactDelegate = self 并包含了 didBeginContact 方法
func didBeginContact(contact: SKPhysicsContact) {
println("Contact!!!")
}
我根本没有收到消息,但我不确定出了什么问题!
感谢您的耐心等待! :)
【问题讨论】:
-
尝试在此答案中使用 checkPhysics() 函数 - stackoverflow.com/questions/36570859/… 当您的联系人/碰撞没有按您认为的那样工作时。它遍历场景中的所有节点,并将它们的碰撞和接触测试位掩码与每个其他节点进行比较,以打印出将发生哪些碰撞和接触。
标签: swift sprite-kit collision-detection