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碰撞檢測swift 2.0 spritekit出現問題

[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didBeginContactdidBeginContact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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