SpriteKit(Swift)敌人没有被删除/敌人和子弹似乎没有联系
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【中文标题】SpriteKit(Swift)敌人没有被删除/敌人和子弹似乎没有联系【英文标题】:SpriteKit (Swift) Enemy doesn't get deleted / Enemy & bullet doesn't seems to contact 【发布时间】:2019-11-12 04:28:37 【问题描述】:import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate
let player = SKSpriteNode(imageNamed: "Player")
struct PhysicsCategories
static let None: UInt32 = 0
static let Player: UInt32 = 0b1 //1
static let Bullet: UInt32 = 0b10 //2
static let Enemy: UInt32 = 0b100 //4
override func didMove(to view: SKView)
self.physicsWorld.contactDelegate = self
player.setScale(0.2)
player.position = CGPoint(x: self.size.width/2, y: self.size.height * 0.2)
player.zPosition = 2
player.physicsBody = SKPhysicsBody(rectangleOf: player.size)
player.physicsBody!.affectedByGravity = false
player.physicsBody!.categoryBitMask = PhysicsCategories.Player
player.physicsBody!.collisionBitMask = PhysicsCategories.None
player.physicsBody?.isDynamic = true
player.physicsBody!.contactTestBitMask = PhysicsCategories.Enemy
self.addChild(player)
func didBeginContact(contact: SKPhysicsContact)
var body1 = SKPhysicsBody()
var body2 = SKPhysicsBody()
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
body1 = contact.bodyA
body2 = contact.bodyB
else
body1 = contact.bodyB
body2 = contact.bodyA
if body1.categoryBitMask == PhysicsCategories.Player && body2.categoryBitMask == PhysicsCategories.Enemy
// if player hit enemy
if body1.node != nil
spawnExplosion(spawnPosition: body1.node!.position)
if body2.node != nil
spawnExplosion(spawnPosition: body2.node!.position)
body1.node!.removeFromParent()
body2.node!.removeFromParent()
if body1.categoryBitMask == PhysicsCategories.Bullet && body2.categoryBitMask == PhysicsCategories.Enemy
// if bullet hit enemy
if body2.node != nil
if body2.node!.position.y > self.size.height
return
else
spawnExplosion(spawnPosition: body2.node!.position)
body1.node!.removeFromParent()
body2.node!.removeFromParent()
func fireBullet()
let bullet = SKSpriteNode(imageNamed: "Bullet")
bullet.setScale(0.8)
bullet.position = player.position
bullet.zPosition = 1
bullet.physicsBody = SKPhysicsBody(rectangleOf: bullet.size)
bullet.physicsBody!.affectedByGravity = false
bullet.physicsBody!.categoryBitMask = PhysicsCategories.Bullet
bullet.physicsBody!.collisionBitMask = PhysicsCategories.None
bullet.physicsBody?.isDynamic = true
bullet.physicsBody!.contactTestBitMask = PhysicsCategories.Enemy
self.addChild(bullet)
let moveBullet = SKAction.moveTo(y: self.size.height + bullet.size.height, duration: 1)
let deleteBullet = SKAction.removeFromParent()
let bulletSequence = SKAction.sequence([bulletSound, moveBullet, deleteBullet])
bullet.run(bulletSequence)
func spawnEnemy()
let randomxStart = randomBetweenNumbers(firstNum: 0, secondNum: frame.width)
let randomxEnd = randomBetweenNumbers(firstNum: 0, secondNum: frame.width)
let startPoint = CGPoint(x: randomxStart, y: self.size.height * 1.2 )
let endPoint = CGPoint(x: randomxEnd, y: -self.size.height * 0.2)
let Enemy = SKSpriteNode(imageNamed: "EnemyShip")
Enemy.setScale(0.2)
Enemy.position = startPoint
Enemy.zPosition = 2
Enemy.physicsBody = SKPhysicsBody(rectangleOf: Enemy.size)
Enemy.physicsBody!.affectedByGravity = false
Enemy.physicsBody!.categoryBitMask = PhysicsCategories.Enemy
Enemy.physicsBody!.collisionBitMask = PhysicsCategories.None
Enemy.physicsBody?.isDynamic = true
Enemy.physicsBody!.contactTestBitMask = PhysicsCategories.Player | PhysicsCategories.Bullet
self.addChild(Enemy)
let moveEnemy = SKAction.move(to: endPoint, duration: 1.5)
let deleteEnemy = SKAction.removeFromParent()
let enemySequence = SKAction.sequence([moveEnemy, deleteEnemy])
Enemy.run(enemySequence)
let dx = endPoint.x - startPoint.x
let dy = endPoint.y - startPoint.y
let amountToRotate = atan2(dy, dx)
let degreesToRadians = CGFloat.pi / 180
// let radiansToDegree = 180 / CGFloat.pi
Enemy.zRotation = amountToRotate - 90 * degreesToRadians
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
fireBullet()
所以我刚刚开始通过构建简单的游戏来学习 SpriteKit 和 Swift。代码是构建类似太空入侵者的游戏。我被困在代码的联系报告部分,其中子弹和敌人在接触时被删除/敌人和玩家在接触时被删除。
我已经设置了玩家、敌人、子弹的物理体。在类似问题上看到了一些 *** 问题并输入 isDynamic = true。放入 ifBeginContact -> removeFromParent 但目前我不知道为什么,敌人在被子弹击中时不会被删除。我把基本代码留在里面了。请帮忙。
【问题讨论】:
你需要清理你的代码,删除与这个问题无关的函数,例如 spawnEnemy 和 startNewLevel。您需要尽可能容易地注意到问题可能是什么。其次,您的第二个问题需要转移到它自己的问题上。或者更好的是搜索该问题的堆栈溢出,它已经被问过了。 你为什么要扩展你的节点?你知道子弹是否正在接触物理体,并且物理体确实是正确的尺寸吗?使用view.showPhysics = true
查看尸体
好的。添加了 view.ShowPhysics = true。我想通了!将 func didBegin 移到了最底部,显然它起作用了。老实说,在此之前不确定问题出在哪里,但代码由于某种原因有效:l
如果移到底部有效,那么您没有提供代码的准确表示。您在函数内部有一个函数。
好的。谢谢 KnightDragon 和 Ron Myschuk。
【参考方案1】:
可能在评论中提到的另一个函数内部有一个函数。
添加了 view.ShowPhysics = true。将 func didBegin 移到了最底部,显然它起作用了。
【讨论】:
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