在SpriteKit中设置碰撞检测应该不是一件容易的事,而我之前已经做过。尽管在其他项目中成功使用了它,并且有关该主题的文档很多,但我无法在当前项目中使用它,我也不知道为什么。
上下文非常简单。我将球体(SKSpriteNode)添加到背景Sprite,然后用手指移动它们,希望它们在彼此接触时能够检测到碰撞。 (这不会发生)。
预期的结果是检测到碰撞。
场景设置:
@interface GameScene () <SKPhysicsContactDelegate>
...
@implementation GameScene
// Collision BitMask
static const uint32_t planetCategory = 0x1 << 0;
场景也将自己设置为PhysicsWorld的代表
[self.physicsWorld setContactDelegate:self];
我给场景只设置了一个碰撞位掩码,因为所有对象都属于同一类型,并且应该相互碰撞。我还设置了场景以符合SKPhysicsContactDelegate协议。
精灵配置:
#pragma mark Protocol Methods (For Adding Planets)
-(void)addSKPlanetDescriptorObject:(SKPlanetDescriptor *)object
{
if (self.allowedNodes > 0){
SKObject *node = [[SKObject alloc]initWithImageNamed:object.imageName];
[node setDescriptor:object];
// Set Physics
[node.physicsBody setCategoryBitMask:planetCategory];
[node.physicsBody setContactTestBitMask:planetCategory];
[node.physicsBody setCollisionBitMask:planetCategory];
[self.background addChild:node];
[self.sceneObjects addObject:node];
[node setPosition:self.pendingSpawnPoint];
[self decreaseObjectCount];
} else {
[self indicateMinObjectCount];
}
}
最后是用于SKSpriteNode的子类SKObject的初始化程序
@implementation SKObject
-(instancetype)initWithImageNamed:(NSString *)name
{
self = [super initWithImageNamed:name];
if (self)
{
[self setPhysicsBody:[SKPhysicsBody bodyWithCircleOfRadius:self.size.width/2]];
[self.physicsBody setAffectedByGravity:NO];
[self.physicsBody setUsesPreciseCollisionDetection:YES];
[self.physicsBody setDynamic:YES];
[self.physicsBody setMass:1000];
}
return self;
}
我试过在init语句之外删除setPhysicsBody方法,试过更改位掩码,试过省略setCollisionBitmask等,但是我根本无法弄清为什么没有碰撞。
我还添加了
-(void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"Did Begin Contact");
}
如果发现任何问题,请用换行符通知我。但是这种方法永远不会被解雇。
最佳答案
使用与您的代码非常相似的简单代码(只需尝试拖动精灵),我就可以使一切正常(使用iPhone 6模拟器)...请尝试以下代码,看看是否对您有用:
#import "GameScene.h"
static const uint32_t planetCategory = 0x1 << 0;
@interface GameScene () <SKPhysicsContactDelegate>
@property (nonatomic,strong) SKSpriteNode *ball1;
@property (nonatomic,strong) SKSpriteNode *ball2;
@end
@implementation GameScene
-(void)didMoveToView:(SKView *)view {
[self.physicsWorld setContactDelegate:self];
SKSpriteNode *ball1 = [self createBall];
// Set Physics
[ball1.physicsBody setCategoryBitMask:planetCategory];
[ball1.physicsBody setContactTestBitMask:planetCategory];
[ball1.physicsBody setCollisionBitMask:planetCategory];
ball1.position = CGPointMake(100,499);
ball1.name = @"ball1";
[self addChild:ball1];
SKSpriteNode *ball2 = [self createBall];
// Set Physics
[ball2.physicsBody setCategoryBitMask:planetCategory];
[ball2.physicsBody setContactTestBitMask:planetCategory];
[ball2.physicsBody setCollisionBitMask:planetCategory];
ball2.position = CGPointMake(100,123);
ball2.name = @"ball2";
[self addChild:ball2];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
if([[self nodeAtPoint:location].name isEqualToString:@"ball1"]){
[self childNodeWithName:@"ball1"].position = location;
}
if([[self nodeAtPoint:location].name isEqualToString:@"ball2"]){
[self childNodeWithName:@"ball2"].position = location;
}
}
}
-(SKSpriteNode*) createBall{
SKSpriteNode *ball = [[SKSpriteNode alloc] initWithImageNamed:@"balloon_large"];
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
[ball.physicsBody setAffectedByGravity:NO];
[ball.physicsBody setUsesPreciseCollisionDetection:YES];
[ball.physicsBody setDynamic:YES];
[ball.physicsBody setMass:1000];
return ball;
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"Did Begin Contact");
}
@end
如果您无法使用此代码段重现良好的结果,则可能需要检查代码的其他部分以查找导致这些问题的原因。但是让我们先尝试一下,现在让我来谈谈结果...
关于sprite-kit - SpriteKit:Sprite之间没有碰撞检测。,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/29190197/