无法将 PhysicsBody 和属性分配给 SKSpriteNode?
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【中文标题】无法将 PhysicsBody 和属性分配给 SKSpriteNode?【英文标题】:Cannot assign PhysicsBody and property to an SKSpriteNode? 【发布时间】:2020-05-07 16:42:05 【问题描述】:我正在构建一个函数,其中一个随机变量将在一个数组中选择 4 个 SKSpritenode 中的 1 个并将自己分配给它。然而,该随机线虽然按预期出现在屏幕上,但不包含任何物理体属性,因此它不会与其他节点发生碰撞。以下是我的代码:
func line()
redLine = SKSpriteNode(imageNamed: "redline")
blueLine = SKSpriteNode(imageNamed: "blueline")
yellowLine = SKSpriteNode(imageNamed: "yellowline")
greenLine = SKSpriteNode(imageNamed: "greenline")
let lineArray = [redLine,blueLine,yellowLine,greenLine]
// Add physics
lineArray[0].physicsBody?.categoryBitMask = gamePhysics.RedLine
lineArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueLine
lineArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowLine
lineArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenLine
for i in 0...3
lineArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 10)
lineArray[i].physicsBody?.collisionBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.affectedByGravity = false
lineArray[i].physicsBody?.isDynamic = true
let randomLine:SKSpriteNode! = lineArray.randomElement()
...
self.addChild(randomLine)
...
randomLine.run(SKAction.sequence([moveLine,delay,removeLine]))
所以基本上当随机线与其他节点碰撞时,什么都不会发生。
这是我的 didBegin(联系人)函数:
func didBegin(_ contact: SKPhysicsContact)
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == gamePhysics.RedBall && secondBody.categoryBitMask == gamePhysics.RedLine || firstBody.categoryBitMask == gamePhysics.BlueBall && secondBody.categoryBitMask == gamePhysics.BlueLine || firstBody.categoryBitMask == gamePhysics.YellowBall && secondBody.categoryBitMask == gamePhysics.YellowLine || firstBody.categoryBitMask == gamePhysics.GreenBall && secondBody.categoryBitMask == gamePhysics.GreenLine
currentScore += 1
secondBody.node?.removeFromParent()
print("hit point")
else if firstBody.categoryBitMask == gamePhysics.RedLine && secondBody.categoryBitMask == gamePhysics.RedBall || firstBody.categoryBitMask == gamePhysics.BlueLine && secondBody.categoryBitMask == gamePhysics.BlueBall || firstBody.categoryBitMask == gamePhysics.YellowLine && secondBody.categoryBitMask == gamePhysics.YellowBall || firstBody.categoryBitMask == gamePhysics.GreenLine && secondBody.categoryBitMask == gamePhysics.GreenBall
currentScore += 1
firstBody.node?.removeFromParent()
print("hit point")
任何帮助将不胜感激! 编辑:这是球 func()。也许不知何故 SKNode 包含多个类别位掩码,因此不起作用?
func Ball()
ballNode = SKNode()
redBall = SKSpriteNode(imageNamed: "redball")
blueBall = SKSpriteNode(imageNamed: "blueball")
yellowBall = SKSpriteNode(imageNamed: "yellowball")
greenBall = SKSpriteNode(imageNamed: "greenball")
let ballArray = [redBall,blueBall,yellowBall,greenBall]
...
// Add physics
ballArray[0].physicsBody?.categoryBitMask = gamePhysics.RedBall
ballArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueBall
ballArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowBall
ballArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenBall
for i in 0...3
ballArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 20)
ballArray[i].physicsBody?.collisionBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.affectedByGravity = false
ballArray[i].physicsBody?.isDynamic = false
ballNode.addChild(redBall)
ballNode.addChild(greenBall)
ballNode.addChild(yellowBall)
ballNode.addChild(blueBall)
self.addChild(ballNode)
更新 2: 这是我存储类别位掩码的结构:
struct gamePhysics
static let RedBall : UInt32 = 0x1 << 1
static let BlueBall : UInt32 = 0x1 << 2
static let GreenBall : UInt32 = 0x1 << 3
static let YellowBall : UInt32 = 0x1 << 4
static let RedLine : UInt32 = 0x1 << 5
static let BlueLine : UInt32 = 0x1 << 6
static let GreenLine : UInt32 = 0x1 << 7
static let YellowLine : UInt32 = 0x1 << 8
【问题讨论】:
【参考方案1】:您还记得在场景中设置联系人代理吗?将这行代码放入didMove(to:)
:
self.physicsWorld.contactDelegate = self
如果这不能解决问题,我会在&&
和||
语句之间使用括号使didBegin
中的if 条件更加明确。
查看其余代码,我看不出还有什么问题,您所做的应该可以工作。您放置在 if 语句中的 print("hit point")
是否已到达?
【讨论】:
嗨,是的,我确实包含了 self.physicsWorld.contactDelegate = self 但它不起作用。而且 print("hit point") 根本没有运行,所以我认为有些东西阻止了代码进入那个 if 语句......最初我认为是因为我将“随机线”放在了 addChild 函数中。但是,当我尝试对单行使用 addChild 方法时,它仍然没有解决任何问题……也许该行已经以某种方式分配了物理体? categorybit 掩码不起作用? categoryBitMasks 的值是多少? 我将它存储在一个结构中,就像我对我的问题所做的编辑一样。这是一个 UInt32 值。【参考方案2】:天哪,我找到了我的问题的答案。 categorybitmask 的值返回“nil”的原因是因为我实际上在指定其物理体之前将节点分配给 categorybitmask。将行向下移动几行,一切都解决了!
【讨论】:
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