我已经尝试了好一阵子了-我有一款具有简单平台物理学的游戏,其中玩家掉落在一块上,阻止了他跌倒。这是可行的,但是播放器停止的位置与实际对象/ spritenode的位置之间存在明显的差距。这是一个屏幕截图,应该不言自明:

ios - SpriteKit碰撞检测中SKSpriteNodes之间的间隙-LMLPHP

class GameScene: SKScene {

override init(){
    super.init(size: UIScreen.mainScreen().bounds.size)
    self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
}

required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}
func genBlock(iteration: CGFloat){
    let block = SKSpriteNode(color: UIColor.blackColor(), size: CGSizeMake(100,50))
    block.position = CGPointMake((iteration*50)-block.size.width/2,0)
    block.physicsBody = SKPhysicsBody(edgeLoopFromRect: CGRectMake(0,0,block.size.width,block.size.height))
    self.addChild(block)
}
func genPlayer(){
    let char = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(100,100))
    char.position = CGPointMake(0,500)
    char.physicsBody = SKPhysicsBody(rectangleOfSize: char.size)
    self.addChild(char)
}
override func didMoveToView(view: SKView) {
    /* Setup your scene here */
    view.backgroundColor = UIColor.whiteColor()
    self.view?.backgroundColor = UIColor.whiteColor()
    genBlock(0)
    genBlock(1)
    genBlock(2)
    genBlock(3)
    genBlock(4)
    genPlayer()
}
}

我觉得这不是SpriteKit的问题,而是我的代码的问题。任何有关如何消除节点之间的间隙的建议将不胜感激。

编辑:我已经将此提交给了苹果的bug记者,但我不希望收到任何答复。如果有人在此发布后很久才来这里,那么如果您可以在这里提交您的建议,那就太好了。

最佳答案

我相信这与从physicsBodies构建的CGPath有关。例如,使用下面的代码创建6个正方形:

override func didMoveToView(view: SKView) {
    self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
    self.backgroundColor = UIColor.whiteColor()

    let square1 = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 50, height: 50))
    square1.physicsBody = SKPhysicsBody(edgeLoopFromRect: CGRect(x: -25, y: -25, width: square1.size.width, height: square1.size.height))
    square1.position = CGPoint(x: self.size.width/2 - 75, y: 25)
    self.addChild(square1)

    let square2 = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 50, height: 50))
    square2.physicsBody = SKPhysicsBody(rectangleOfSize: square2.size)
    square2.position = CGPoint(x: self.size.width/2 - 75, y: 200)
    self.addChild(square2)

    let square3 = SKSpriteNode(color: UIColor.blueColor(), size: CGSize(width: 50, height: 50))
    square3.physicsBody = SKPhysicsBody(rectangleOfSize: square3.size)
    square3.position = CGPoint(x: self.size.width/2 + 75, y: 200)
    self.addChild(square3)

    let squarePath = getSquarePath()
    let square4 = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 50, height: 50))
    square4.physicsBody = SKPhysicsBody(polygonFromPath: squarePath)
    square4.position = CGPoint(x: self.size.width/2 + 75, y: 400)
    self.addChild(square4)

    let square5 = SKSpriteNode(color: UIColor.orangeColor(), size: CGSize(width: 50, height: 50))
    square5.physicsBody = SKPhysicsBody(rectangleOfSize: square5.size)
    square5.position = CGPoint(x: self.size.width/2, y: 200)
    self.addChild(square5)

    let square6 = SKSpriteNode(color: UIColor.purpleColor(), size: CGSize(width: 50, height: 50))
    square6.physicsBody = SKPhysicsBody(rectangleOfSize: square6.size)
    square6.position = CGPoint(x: self.size.width/2, y: 400)
    self.addChild(square6)
}

func getSquarePath() -> CGPath {
    let path = CGPathCreateMutable()
    CGPathMoveToPoint(path, nil, -25, -25)
    CGPathAddLineToPoint(path, nil, -25, 25)
    CGPathAddLineToPoint(path, nil, 25, 25)
    CGPathAddLineToPoint(path, nil, 25, -25)
    CGPathCloseSubpath(path)

    return path
}

您会看到从physicsBodies创建的带有CGPath的正方形(包括edgeLoopF​​romRect)存在间距问题。甚至场景边缘循环的physicsBody都有此问题。当我使用texture构造函数构建PhysicsBody时,这对我来说也很明显,该构造函数似乎是在后台构建CGPath的。

除了没有将那些类型的physicsBodies用于长期(可见)冲突之外,我没有找到其他解决方法。

10-04 14:36