我正在SpriteKit中构建游戏,玩家试图避免与物体碰撞。每3到5秒就会创建一次对象,我正在尝试找出一种方法,使其在与屏幕底部发生碰撞时从父项中移除,但是由于某种原因,它会在发生时进入游戏结束,请参见下面的横向代码。

import SpriteKit

class PlayScene: SKScene, SKPhysicsContactDelegate {

enum ColliderType: UInt32 {

    case none = 0
    case player1 = 1
    case object = 2
    case border = 4
    case remove = 8
}

gameOver = false

let ground = SKNode()
    ground.position = CGPoint(x: 0, y: 0)
    ground.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.size.width + 500, height: 1))
    ground.physicsBody?.isDynamic = false

    ground.physicsBody?.categoryBitMask = ColliderType.remove.rawValue
    ground.physicsBody?.contactTestBitMask = ColliderType.object.rawValue
    ground.physicsBody?.collisionBitMask = ColliderType.none.rawValue

character1.physicsBody!.categoryBitMask = ColliderType.player1.rawValue
    character1.physicsBody!.contactTestBitMask = ColliderType.object.rawValue
    character1.physicsBody!.collisionBitMask = ColliderType.object.rawValue | ColliderType.border.rawValue

object1.physicsBody!.categoryBitMask = ColliderType.object.rawValue
        object1.physicsBody!.contactTestBitMask = ColliderType.player1.rawValue | ColliderType.remove.rawValue
        object1.physicsBody!.collisionBitMask = ColliderType.player1.rawValue | ColliderType.border.rawValue | ColliderType.object.rawValue

if contact.bodyA.categoryBitMask == ColliderType.object.rawValue || contact.bodyB.categoryBitMask == ColliderType.object.rawValue {

gameOver == true
}

if contact.bodyA.categoryBitMask == ColliderType.remove.rawValue || contact.bodyB.categoryBitMask == ColliderType.remove.rawValue {


            object1.removeFromParent()
// it runs this code as well as code above collision object with object but i want contact remove with object
}

最佳答案

将来尝试为此发布完整的代码,而不是将一些随机的位放在一起。

您的碰撞代码没有多大意义。它看起来应该更像这样,在其中检查玩家->物体和物体->移除,反之亦然

func didBegin(_ contact: SKPhysicsContact) {

    let firstBody: SKPhysicsBody
    let secondBody: SKPhysicsBody

    // This way you only need to do 1 if statement for each collision.
    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        firstBody = contact.bodyA
        secondBody = contact.bodyB
    } else {
        firstBody = contact.bodyB
        secondBody = contact.bodyA
    }


    // Player hit Object or Object hit Player
    if (firstBody.categoryBitMask == ColliderType.player.rawValue) && (secondBody.categoryBitMask == ColliderType.object.rawValue) {

        gameOver == true
    }

    // Object hit Remove or Remove hit Object
    if (firstBody.categoryBitMask == ColliderType.object.rawValue) && (secondBody.categoryBitMask == ColliderType.remove.rawValue) {

        // Remove object
        firstBody.node?.removeFromParent()
    }
}

我建议您阅读更多有关Sprite Kit碰撞的教程,如果您对此感到困惑,则有很多可用的教程。

希望这可以帮助

关于ios - 在SpriteKit中离开场景后如何删除SKNode,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/39968479/

10-11 07:54