当玩家与其他 SKSpriteNode 碰撞时摆脱“反弹”
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【中文标题】当玩家与其他 SKSpriteNode 碰撞时摆脱“反弹”【英文标题】:Getting rid of the "bounce" when the player collides with other SKSpriteNodes 【发布时间】:2017-06-29 11:11:23 【问题描述】:我正在制作一个游戏,假设玩家要避开障碍物并收集积分。不过有个小问题。 当玩家与点(另一个 SKSpriteNode)发生碰撞时,玩家会反弹一点。我希望它只是“通过”而不受到碰撞的影响。
这是播放器类:
import SpriteKit
struct ColliderType
static let Player: UInt32 = 1
static let Swan: UInt32 = 2
static let Branch: UInt32 = 3
static let Score: UInt32 = 4
static let Wall1: UInt32 = 5
static let Wall2: UInt32 = 6
class Player: SKSpriteNode
func initialize()
self.name = "Player"
self.zPosition = 4
self.setScale(0.3)
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height /
2 - 5)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.restitution = 0
self.physicsBody?.categoryBitMask = ColliderType.Player
self.physicsBody?.collisionBitMask = ColliderType.Swan |
ColliderType.Branch | ColliderType.Wall1 | ColliderType.Wall2
self.physicsBody?.contactTestBitMask = ColliderType.Swan |
ColliderType.Score | ColliderType.Branch | ColliderType.Wall1 |
ColliderType.Wall2
这是游戏场景:
import SpriteKit
class GameplayScene: SKScene, SKPhysicsContactDelegate
var player = Player()
var swan = SKSpriteNode()
var frog = SKSpriteNode()
var egg = SKSpriteNode()
var branch = SKSpriteNode()
var scoreLabel = SKLabelNode()
var score = 0
var gameStarted = false
var isAlive = false
var press = SKSpriteNode()
var touched: Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView)
initialize()
override func update(_ currentTime: TimeInterval)
if isAlive
moveBackgrounds()
if (touched)
moveNodeToLocation()
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?)
if gameStarted == false
isAlive = true
gameStarted = true
press.removeFromParent()
spawnSwans()
spawnEggs()
spawnBranches()
touched = true
for touch in touches
location = touch.location(in:self)
for touch in touches
let location = touch.location(in: self)
if atPoint(location).name == "Retry"
self.removeAllActions()
self.removeAllChildren()
initialize()
if atPoint(location).name == "Quit"
let mainMenu = MainMenuScene(fileNamed: "MainMenuScene")
mainMenu!.scaleMode = .aspectFill
self.view?.presentScene(mainMenu!, transition:
SKTransition.fade(withDuration: TimeInterval(1)))
override func touchesEnded(_ touches: Set<UITouch>, with event:
UIEvent?)
touched = false
override func touchesMoved(_ touches: Set<UITouch>, with event:
UIEvent?)
for touch in touches
location = touch.location(in: self)
func didBegin(_ contact: SKPhysicsContact)
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Player"
firstBody = contact.bodyA
secondBody = contact.bodyB
else
firstBody = contact.bodyB
secondBody = contact.bodyA
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Egg"
incrementScore()
secondBody.node?.removeFromParent()
else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Swan"
if isAlive
playerDied()
firstBody.node?.removeFromParent()
else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Branch"
if isAlive
playerDied()
firstBody.node?.removeFromParent()
else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Wall1"
if isAlive
playerDied()
firstBody.node?.removeFromParent()
else if firstBody.node?.name == "Player" && secondBody.node?.name
== "Wall2"
if isAlive
playerDied()
firstBody.node?.removeFromParent()
func initialize()
gameStarted = false
isAlive = false
score = 0
physicsWorld.contactDelegate = self
createInstructions()
createPlayer()
createBackgrounds()
createWall1()
createWall2()
createLabel()
func createInstructions()
press = SKSpriteNode(imageNamed: "Press")
press.anchorPoint = CGPoint(x: 0.5, y: 0.5)
press.position = CGPoint(x: 0, y: 100)
press.setScale(0.4)
press.zPosition = 10
self.addChild(press)
func createPlayer()
player = Player(imageNamed: "Player")
player.initialize()
player.position = CGPoint(x: 0, y: 0)
self.addChild(player)
func createBackgrounds()
for i in 0...2
let bg = SKSpriteNode(imageNamed: "BG")
bg.name = "BG"
bg.anchorPoint = CGPoint(x: 0.5, y: 0.5 )
bg.position = CGPoint(x: 0, y: CGFloat(i) * bg.size.height)
self.addChild(bg)
func createWall1()
for i in 0...2
let wall = SKSpriteNode(imageNamed: "Wall1")
wall.name = "Wall1"
wall.zPosition = 4
wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
wall.position = CGPoint(x: -(self.frame.size.width / 2) + 23,
y: CGFloat(i) * wall.size.height)
wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
wall.size.width - 30, height: wall.size.height))
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.isDynamic = false
wall.physicsBody?.categoryBitMask = ColliderType.Wall1
self.addChild(wall)
func createWall2()
for i in 0...2
let wall = SKSpriteNode(imageNamed: "Wall2")
wall.name = "Wall2"
wall.zPosition = 4
wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
wall.position = CGPoint(x: (self.frame.size.width / 2) - 23, y:
CGFloat(i) * wall.size.height)
wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
wall.size.width - 30, height: wall.size.height))
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.isDynamic = false
wall.physicsBody?.categoryBitMask = ColliderType.Wall2
self.addChild(wall)
func moveBackgrounds()
enumerateChildNodes(withName: "BG", using: (
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height)
node.position.y += self.frame.height * 3
))
enumerateChildNodes(withName: "Wall1", using: (
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height)
node.position.y += self.frame.height * 3
))
enumerateChildNodes(withName: "Wall2", using: (
(node, error) in
node.position.y -= 5
if node.position.y < -(self.frame.height)
node.position.y += self.frame.height * 3
))
func createSwans()
swan = SKSpriteNode(imageNamed: "Swan")
swan.name = "Swan"
swan.anchorPoint = CGPoint(x: 0.5, y: 0.5)
swan.position = CGPoint(x: 0, y: 300)
swan.zPosition = 5
swan.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
swan.size.width - 50, height: swan.size.height - 50))
swan.physicsBody?.categoryBitMask = ColliderType.Swan
swan.physicsBody?.affectedByGravity = false
swan.physicsBody?.isDynamic = false
swan.position.y = self.size.height + 100
swan.position.x = CGFloat.randomBetweenNumbers(firstNum: -255,
secondNum: 255)
self.addChild(swan)
let destination = self.frame.height * 2
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
swan.run(SKAction.sequence([move, remove]), withKey: "MoveSwans")
func spawnSwans()
let spawn = SKAction.run( () -> Void in
self.createSwans()
)
let delay = SKAction.wait(forDuration: TimeInterval(0.8))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnSwans")
func createBranches()
let branch = SKSpriteNode(imageNamed: "Branch")
branch.name = "Branch"
branch.anchorPoint = CGPoint(x: 0.5, y: 0.5)
branch.position = CGPoint(x: 0, y: 500)
branch.zPosition = 4
branch.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
branch.size.width - 30, height: branch.size.height - 30))
branch.physicsBody?.categoryBitMask = ColliderType.Branch
branch.physicsBody?.affectedByGravity = false
branch.physicsBody?.isDynamic = false
branch.position.y = self.frame.height + 500
branch.position.x = CGFloat.randomBetweenNumbers(firstNum: -228,
secondNum: 228)
self.addChild(branch)
let destination = self.size.height / 1.5
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
branch.run(SKAction.sequence([move, remove]), withKey:
"MoveBranches")
func spawnBranches()
let spawn = SKAction.run( () -> Void in
self.createBranches()
)
let delay = SKAction.wait(forDuration: TimeInterval(1.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey:
"SpawnBranches")
func createEggs()
let egg = SKSpriteNode(imageNamed: "Egg")
egg.name = "Egg"
egg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
egg.position = CGPoint(x: 0, y: 500)
egg.zPosition = 3
egg.setScale(0.3)
egg.physicsBody = SKPhysicsBody(circleOfRadius: egg.size.height / 2
- 5)
egg.physicsBody?.categoryBitMask = ColliderType.Score
egg.physicsBody?.collisionBitMask = 0
egg.physicsBody?.affectedByGravity = false
egg.physicsBody?.restitution = 0
egg.physicsBody?.isDynamic = false
egg.position.y = self.frame.height + 500
egg.position.x = CGFloat.randomBetweenNumbers(firstNum: -250,
secondNum: 250)
self.addChild(egg)
let destination = self.size.height / 2
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
egg.run(SKAction.sequence([move, remove]), withKey: "MoveEggs")
//testa göra likadant med createCrocodiles och spawnCrocodiles som du
gör med createScore och spawnScore
func spawnEggs()
let spawn = SKAction.run( () -> Void in
self.createEggs()
)
let delay = SKAction.wait(forDuration: TimeInterval(3))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnEggs")
func createLabel()
scoreLabel.zPosition = 7
scoreLabel.position = CGPoint(x: 0, y: -300)
scoreLabel.fontName = "Bradley Hand"
scoreLabel.fontSize = 120
scoreLabel.text = "0"
self.addChild(scoreLabel)
func incrementScore()
score += 1
scoreLabel.text = String(score)
func playerDied()
self.removeAction(forKey: "SpawnSwans")
self.removeAction(forKey: "SpawnBranches")
self.removeAction(forKey: "SpawnEggs")
for child in children
if child.name == "Swan"
child.removeAction(forKey: "MoveSwans")
else if child.name == "Branch"
child.removeAction(forKey: "MoveBranches")
else if child.name == "Egg"
child.removeAction(forKey: "MoveEggs")
isAlive = false
let highscore = GameManager.instance.getHighscore()
if highscore < score
GameManager.instance.setHighscore(highscore: score)
let retry = SKSpriteNode(imageNamed: "Retry")
let quit = SKSpriteNode(imageNamed: "Quit")
retry.name = "Retry"
retry.anchorPoint = CGPoint(x: 0.5, y: 0.5)
retry.position = CGPoint(x: -150, y: 0)
retry.zPosition = 8
retry.setScale(0)
quit.name = "Quit"
quit.anchorPoint = CGPoint(x: 0.5, y: 0.5)
quit.position = CGPoint(x: 150, y: 0)
quit.zPosition = 8
quit.setScale(0)
let scaleUp = SKAction.scale(to: 1, duration: TimeInterval(0.5))
retry.run(scaleUp)
quit.run(scaleUp)
self.addChild(retry)
self.addChild(quit)
func moveNodeToLocation()
// Compute vector components in direction of the touch
var dx = location.x - player.position.x
// How fast to move the node. Adjust this as needed
let speed:CGFloat = 0.08
// Scale vector
dx = dx * speed
player.position = CGPoint(x:player.position.x+dx, y: 0)
【问题讨论】:
【参考方案1】:我在这里看到了您的问题,所以如果我理解正确,您希望能够在不与您的播放器发生碰撞的情况下拾取电源或硬币。
在这种情况下,您只需要从玩家的碰撞位掩码中删除您不想碰撞的项目,反之亦然,因为这决定了哪些项目与哪些项目发生了碰撞。您仍然可以使用 contactBitMask 检查与它的联系。这里还有一个详细解释collisionBitMasks的链接How does collisionBitMask work? Swift/SpriteKit!
【讨论】:
是的,这正是我想要的。唯一的问题是我的玩家collisionBitMask中甚至没有“硬币”,只有在contactBitMask中。我还尝试在玩家和硬币中放入“.physicsbody.collisionBitMask = 0”以匹配它们。但是我仍然会遇到那个小碰撞,即使它不是那么糟糕它仍然很烦人。以上是关于当玩家与其他 SKSpriteNode 碰撞时摆脱“反弹”的主要内容,如果未能解决你的问题,请参考以下文章
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