SKPhysicsBody碰撞不起作用
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下面是我的“Floor.swift”课程,下面基本上是一堆墙。我有来自屏幕顶部的对象,一旦Floor和SKSpriteNodes发生碰撞,我希望删除SKSpriteNode。以下是我的楼层课程。
import Foundation
import SpriteKit
class Floor: SKNode {
override init() {
super.init()
let leftWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 5, height: 50))
leftWall.position = CGPoint(x: 0, y: 50)
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
leftWall.physicsBody!.isDynamic = false
self.addChild(leftWall)
let rightWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 5, height: 50))
rightWall.position = CGPoint(x: 375, y: 50)
rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
rightWall.physicsBody!.isDynamic = false
self.addChild(rightWall)
let bottomWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 500, height: 10))
bottomWall.position = CGPoint(x: 150, y: -5)
bottomWall.physicsBody = SKPhysicsBody(rectangleOf: bottomWall.size)
bottomWall.physicsBody!.isDynamic = false
self.addChild(bottomWall)
self.physicsBody = SKPhysicsBody(bodies: [leftWall.physicsBody!, rightWall.physicsBody!, bottomWall.physicsBody!])
self.physicsBody?.categoryBitMask = floorCategory
self.physicsBody?.contactTestBitMask = nailDropCategory | pointCategory | lifeCategory
self.physicsBody?.collisionBitMask = balloonCategory
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemted")
}
}
GameScene类下的“func didBegin(_ contact:SKPhysicsContact)”我写道:
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == nailDropCategory | pointCategory | lifeCategory) && (contact.bodyB.categoryBitMask == floorCategory) {
// contact.bodyB.node!.removeFromParent()
print("COLLISION")
}
}
如您所见,在我的Floor类中,我将对象设置为“self.physicsBody = SKPhysicsBody(bodies :)”和我的所有SKSpriteNode。但出于某种原因,我没有得到任何检测。我在我的objectCategory,pointCategory,lifeCategory的每个类上使我的“Floor”类成为“contactTestBitMask”。这是一个我一直坚持一分钟的问题,任何想法?
更新:
所以我现在正在使用下面的代码,它正在工作!唯一的问题是,默认情况是也删除我的“balloonCategory”,我不希望它这样做。我怎样才能让它只忽略那个类别,但也可以作为气球的一面墙?
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case balloonCategory | nailDropCategory:
print("nailDrop and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
self.run(SKAction.playSoundFileNamed("lostlifesound.mp3", waitForCompletion:false))
lifeLost -= 1
case balloonCategory | pointCategory:
print("point and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
totalPoints += 2
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
case balloonCategory | lifeCategory:
print("life and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
lifeLost += 1
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
default:
contact.bodyB.node!.removeFromParent()
print("Removed (String(describing: contact.bodyB.node!.name))")
}
}
听起来您可以从为所有对象类型分配名称中受益,例如:
class Balloon: SKSpriteNode {
init() {
super.init(texture: nil, color: .blue, size: CGSize(width: 50, height: 50))
self.name = "balloon"
}
}
现在,当您在交换机中进行检查时,可以在决定删除对象之前验证对象的身份。请参阅下面的switch语句中对默认大小写所做的更改。这样,如果节点是气球,则不会删除该节点。物理碰撞将继续发挥作用。
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case balloonCategory | nailDropCategory:
print("nailDrop and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
self.run(SKAction.playSoundFileNamed("lostlifesound.mp3", waitForCompletion:false))
lifeLost -= 1
case balloonCategory | pointCategory:
print("point and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
totalPoints += 2
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
case balloonCategory | lifeCategory:
print("life and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
lifeLost += 1
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
default:
if contact.bodyB.node!.name == "balloon" {
print("Balloon collided but we will not remove it.")
return
} else {
contact.bodyB.node!.removeFromParent()
print("Removed (String(describing: contact.bodyB.node!.name))")
}
}
你不能保证nodeB是地板,而nodeA真的是nailDropCategory | pointCategory | lifeCategory
吗?
我假设naildDrop
,point
和life
是3个对象,你想要在任何人触及floor
时收到通知,所以尝试像这样构建你的didBegin(contact:)
:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for (String(describing: contact.bodyA.node!.name)) and (String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case nailDropCategory | FloorCategory:
print("nailDrop and floor have contacted.")
case pointCategory | FloorCategory:
print("point and floor have contacted.")
case lifeCategory | FloorCategory:
print("life and floor have contacted.")
default:
print("Undetected collision occurred")
}
}
你真的从Floor
类创建了一个对象吗?
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