【发布时间】:2018-12-13 16:35:12
【问题描述】:
所以我在我的应用程序中使用了物理 Body 和 contactbitmasks/physicscategories,但它们无法正常工作。我希望球在遇到危险时重置,或者在触球后移动到下一个级别。目前,我将其设置为仅出于测试原因打印语句。
我已经在代码中设置了它们,但它仍然无法正常工作。有什么问题?
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKSpriteNode()
var danger1 = SKSpriteNode()
var danger2 = SKSpriteNode()
var goal = SKSpriteNode()
override func didMove(to view: SKView) {
ball = self.childNode(withName: "ball") as! SKSpriteNode
danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
goal = self.childNode(withName: "goal") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 0
danger1.physicsBody = SKPhysicsBody()
danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
danger2.physicsBody = SKPhysicsBody()
danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory
ball.physicsBody?.collisionBitMask = PhysicsCategories.none
goal.physicsBody = SKPhysicsBody()
goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
danger1.physicsBody?.isDynamic = true
ball.physicsBody?.isDynamic = true
goal.physicsBody?.isDynamic = true
danger2.physicsBody?.isDynamic = true
danger2.physicsBody!.affectedByGravity = false
danger1.physicsBody!.affectedByGravity = false
goal.physicsBody!.affectedByGravity = false
ball.physicsBody!.affectedByGravity = false
setupPhysics()
}
func setupPhysics() {
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
physicsWorld.contactDelegate = self
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
ball.position.x = location.x
ball.position.y = location.y
print("x: \(ball.position.x), y: \(ball.position.y)")
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
print("Contact")
} else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
print("Goal!")
}
}
}
【问题讨论】:
-
没有人知道 PhysicsCategories.ballCategory 和 PhysicsCategories.dangerCategory 是什么。
-
它直接说它是一个SpriteNode?不要认为你需要知道其他任何事情。除非我错了,但是.....
-
Schmobr - 你的 GameScene 必须是
SKPhysicsContactDelegate,除了下面 KoD 的回答。
标签: swift xcode sprite-kit