【发布时间】:2015-05-01 12:05:48
【问题描述】:
我已阅读此处发布的类似问题,但没有一个能完全解决我的问题。 我只使用 iOS 几个月。
我的碰撞在 90% 的时间里都在工作,但偶尔我会与同一个对象发生碰撞。这绝不应该发生,因为 2 个对象之一应该爆炸。
有时这会导致致命的崩溃,似乎是因为它试图在其已经执行后运行后续代码。
基本上,当船有盾牌时,我希望小行星而不是船爆炸。我已经输入了“if bonus == 0”语句来完成此操作。
我已经发布了相关代码,如果您需要更多,请告诉我。
我的代码是否过于复杂?还是我应该采取其他方法?
enum PhysicsCategory : UInt32 {
case None = 0
case objectGroup = 1
case birdGroup = 2
case shieldGroup = 4
case gapGroup = 8
case boundaryGroup = 16
case bonusGroup = 32
}
....
func didBeginContact(contact: SKPhysicsContact) {
if bonus == 0 {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
....
case PhysicsCategory.birdGroup.rawValue | PhysicsCategory.objectGroup.rawValue:
if contact.bodyA.categoryBitMask == PhysicsCategory.birdGroup.rawValue {
gameOverActions()
} else if contact.bodyB.categoryBitMask == PhysicsCategory.birdGroup.rawValue {
gameOverActions()
}
default:
fatalError("other collision: \(contactMask)")
}
} else if bonus > 0 {
println("Bonus > 0")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
....
case PhysicsCategory.birdGroup.rawValue | PhysicsCategory.objectGroup.rawValue:
if contact.bodyA.categoryBitMask == PhysicsCategory.birdGroup.rawValue {
let secondBody = contact.bodyB.node
let asteroidExplosionNode = secondBody?.position
//asteroidExplosion()
let asteroidExplosionEmitter3 = SKEmitterNode(fileNamed: "explosionSmoke.sks")
asteroidExplosionEmitter3.position = asteroidExplosionNode!
asteroidExplosionEmitter3.name = "asteroidExplosionEmitter3"
asteroidExplosionEmitter3.zPosition = 25
asteroidExplosionEmitter3.targetNode = self
movingObjects.addChild(asteroidExplosionEmitter3)
secondBody?.removeFromParent()
bonus--
bonusUsed++
bonusIndicator.text = "x\(bonus)"
bonusIndicatorShadow.text = "x\(bonus)"
if bonus >= 1 {
shieldAnimate()
} else if bonus == 0 {
shield.removeFromParent()
}
} else if contact.bodyB.categoryBitMask == PhysicsCategory.birdGroup.rawValue {
let secondBody = contact.bodyA.node
let asteroidExplosionNode = secondBody?.position
//asteroidExplosion()
let asteroidExplosionEmitter3 = SKEmitterNode(fileNamed: "explosionSmoke.sks")
asteroidExplosionEmitter3.position = asteroidExplosionNode!
asteroidExplosionEmitter3.name = "asteroidExplosionEmitter3"
asteroidExplosionEmitter3.zPosition = 25
asteroidExplosionEmitter3.targetNode = self
movingObjects.addChild(asteroidExplosionEmitter3)
secondBody?.removeFromParent()
bonus--
bonusUsed++
bonusIndicator.text = "x\(bonus)"
bonusIndicatorShadow.text = "x\(bonus)"
if bonus >= 1 {
shieldAnimate()
} else if bonus == 0 {
shield.removeFromParent()
}
}
default:
fatalError("other collision: \(contactMask)")
}
}
}
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标签: ios swift sprite-kit collision-detection