所以我已经按照我想要的方式进行了一段时间的游戏开发,但是现在我被困在didBeginContact上已经几天了,我无法忍受它,我认为它看起来还可以我检查了几个论坛,发现它们几乎相同,因此可以在我的游戏中使用。但还是一无所有:(任何帮助将不胜感激。
这是我的didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
print("i worked")
// Every contact has two bodies, we do not know which body is which.
// We will find which body is the penguin, then use the other body
// to determine what type of contact is happening.
let otherBody:SKPhysicsBody
// Combine the two penguin physics categories into one mask
// using the bitwise OR operator |
let bunnyMask = PhysicsCategory.bunny.rawValue | PhysicsCategory.bunnyDamaged.rawValue
// Use the bitwise AND operator & to find the penguin.
// This returns a positive number if bodyA’s category is
// the same as either the penguin or damagedPenguin:
if (contact.bodyA.categoryBitMask & bunnyMask) > 0 {
// bodyA is the penguin, we want to find out what bodyB is:
otherBody = contact.bodyB
}
else {
// bodyB is the penguin, we will test against bodyA:
otherBody = contact.bodyA
}
// Find the contact type:
switch otherBody.categoryBitMask {
case PhysicsCategory.grass.rawValue:
print("nom nom grass")
case PhysicsCategory.mud.rawValue:
print("mud hit")
case PhysicsCategory.stone.rawValue:
print("ow my head")
case PhysicsCategory.lava.rawValue:
print("it burns")
case PhysicsCategory.hedgehog.rawValue:
print("stop touching me!")
default:
print("Contact with no game logic")
}
}
这是兔子的代码:
class Bunny : SKSpriteNode, GameSprite{
var currentSpeed: Double = 5
var textureAtlas: SKTextureAtlas = SKTextureAtlas(named: "bunny.atlas")
var moveAnimation = SKAction()
func spawn(parentNode: SKNode, position: CGPoint, size: CGSize = CGSize(width: 25, height: 25)) {
parentNode.addChild(self)
createAnimations()
self.size = size
self.position = position
self.runAction(moveAnimation, withKey: "moveAnimation")
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.size)
self.physicsBody?.categoryBitMask = PhysicsCategory.bunny.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.hedgehog.rawValue
self.physicsBody?.collisionBitMask = PhysicsCategory.hedgehog.rawValue
self.physicsBody?.affectedByGravity = false
self.physicsBody?.dynamic = true
}
兔子的GameScene代码:
initialBunnyPosition = CGPoint(x: 25, y: self.size.height)
bunny.zPosition = 1000
bunny.spawn(world, position: initialBunnyPosition)
任何有任何东西的人都请帮忙,如果您需要更多代码片段,请告诉我,我们将提供更多信息。
提前致谢。
最佳答案
当您将PhysicalBodies设置为项目时,您还可以定义角色将要玩耍和碰撞的边界。
首先,您必须插入SKPhysicsContactDelegate
才能使用didBeginContact
方法并按如下所示设置委托。
这只是一个可以开始的示例:
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0, -6) //gravity
self.physicsWorld.contactDelegate = self //
// Set physics boundaries
let fieldBody = SKPhysicsBody.init(edgeLoopFromRect: self.frame)
self.physicsBody = fieldBody
self.physicsBody!.affectedByGravity = false
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.dynamic = true
self.physicsBody!.mass = 0.8
self.physicsBody!.friction = 0
self.physicsBody!.linearDamping = 0
self.physicsBody!.angularDamping = 0
self.physicsBody!.restitution = 0
self.physicsBody!.categoryBitMask = PhysicsCategory.field.rawValue
self.physicsBody!.contactTestBitMask = PhysicsCategory.hedgehog.rawValue | PhysicsCategory.bunny.rawValue
//self.physicsBody!.collisionBitMask = 0
}
}
关于ios - didBeginContact没有被调用,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/38309228/