[英]Trouble with collision detection swift 2.0 spritekit
我是第一次為iOS開發游戲。 我很親近,但是我很早就開始使用碰撞檢測,然后我做了一些更改,卻失去了工作。 我試圖找回,但沒有工作。 這是我到目前為止的內容,但沒有任何效果。 我正在嘗試在網上找到不同版本的碰撞檢測,但是我堅持要讓它運行。 只是不明白我哪里出了問題。
在此先感謝您。
import SpriteKit
enum ColliderType: UInt32 {
case Player = 1
case Traffic = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
createWalls()
self.backgroundColor = SKColor.whiteColor()
self.physicsWorld.gravity = CGVectorMake(0, 0)
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
player.physicsBody?.dynamic = true
player.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
player.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
player.zPosition = 3
player.name = "player"
player.position = CGPoint(x: self.frame.midX, y: (self.frame.midY)/3)
player.setScale(1.0)
self.addChild(player)
_ = NSTimer.scheduledTimerWithTimeInterval(2.5, target: self, selector: #selector(GameScene.makeTraffic), userInfo: nil, repeats: true)
}
func makeTraffic(){
var aNumber = Int(arc4random_uniform(2))
let Pos1 = Int(self.frame.midX/2)+30
let Pos2 = Int((self.frame.size.width)/2)
let Pos3 = Int(self.frame.size.width-300)
let array = [Pos1, Pos2, Pos3]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
let randomPOS = CGPoint(x:Int(array[randomIndex]), y:Int(self.frame.height))
if aNumber == 0 {
aNumber = aNumber + 1
}
switch aNumber {
case 1:
let car1 = SKSpriteNode(imageNamed: "Car_Green_Front")
car1.position = randomPOS
car1.zPosition = 3
car1.setScale(1.0)
car1.physicsBody = SKPhysicsBody(rectangleOfSize: car1.size)
car1.physicsBody?.dynamic = true
car1.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
car1.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
self.addChild(car1)
case 2:
let car2 = SKSpriteNode(imageNamed: "Car_Purple_Front")
car2.position = randomPOS
car2.zPosition = 3
car2.setScale(1.0)
car2.physicsBody = SKPhysicsBody(rectangleOfSize: car2.size)
car2.physicsBody?.dynamic = true
car2.physicsBody!.categoryBitMask = ColliderType.Traffic.rawValue
car2.physicsBody!.contactTestBitMask = ColliderType.Player.rawValue
self.addChild(car2)
default:
return
}
}
func createWalls(){
let wallSize = CGSize(width: 5, height: self.frame.size.height)
let rightwall = SKShapeNode(rectOfSize: wallSize)
rightwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
rightwall.physicsBody!.dynamic = false
rightwall.position = CGPoint(x: self.frame.maxX-300, y: self.frame.size.height/2)
rightwall.fillColor = UIColor.clearColor()
self.addChild(rightwall)
let leftwall = SKShapeNode(rectOfSize: wallSize)
leftwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
leftwall.physicsBody!.dynamic = false
leftwall.position = CGPoint(x: self.frame.minX+300, y: self.frame.size.height/2)
leftwall.fillColor = UIColor.clearColor()
self.addChild(leftwall)
}
func didBeginContact(contact: SKPhysicsContact) {
print("Contact")
if contact.bodyA.categoryBitMask == ColliderType.Traffic.rawValue && contact.bodyB.categoryBitMask == ColliderType.Player.rawValue {
print("Hi")
} else {
print("Hello") }
}
}
盡管我會做一些小的更改,但是您的代碼似乎還不錯。
1)我會這樣寫對撞機類型
struct ColliderType {
static let player: UInt32 = 0x1 << 0
static let traffic: UInt32 = 0x1 << 1
}
因為這樣一來,您只需要將最后一個數字加1。如果您決定添加更多類別,則下一個類別必須是4,而不是8,而不是16,等等,這更加令人困惑(您正在處理32位整數)
比這樣使用
...categoryBitMask = ColliderType.player
2)建議您在添加PhysicalBody之前為精靈指定位置。 您正在以相反的方式進行操作,這可能會導致意外的問題。
3)將碰撞方式更改為此
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask == ColliderType.player) && (secondBody.categoryBitMask == ColliderType.traffic) {
// player hit traffic, do something
}
}
4)最后,最重要的部分是您需要設置在代碼中看不到的委托。
在DidMoveToView中調用它
physicsWorld.contactDelegate = self
否則,DidBeginContact方法將永遠不會觸發。
如果您遵循蘋果的命名約定,這也是一個好主意。 因此,只有類,協議,枚舉和結構應該以大寫字母開頭。
希望這可以幫助
編寫didBeginContact
更didBeginContact
是:
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case ColliderType.player | ColliderType.traffic:
// player and traffic have contacted
print("Collision between player and traffic")
default :
//Some other contact has occurred
print("Some other contact")
}
}
您可以添加盡可能多的case ColliderType.object1 | ColliderType.object2:
case ColliderType.object1 | ColliderType.object2:
選擇。
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