[英]How to Detect collision in Swift, Sprite kit
我在Swift中編寫了這個簡單的太空游戲,直到遇到碰撞檢測問題為止。 在瀏覽論壇,教程等之后,我嘗試通過聲明如下的位掩碼來實現沖突:
對象1
enemy?.physicsBody = SKPhysicsBody(circleOfRadius: ((enemy?.size.width)!/2))
enemy?.physicsBody?.categoryBitMask = enemyBitMask
enemy?.physicsBody?.contactTestBitMask = bulletBitMask
enemy?.physicsBody?.collisionBitMask = 0
對象2
bullet?.physicsBody? = SKPhysicsBody(rectangleOf: (bullet?.size)!)
bullet?.physicsBody?.categoryBitMask = bulletBitMask
bullet?.physicsBody?.contactTestBitMask = enemyBitMask
bullet?.physicsBody?.collisionBitMask = 0
bullet?.physicsBody?.usesPreciseCollisionDetection = true
我也將打印聲明放在
func didBegin(_ contact: SKPhysicsContact) { print("Hello") }
這是我配置精靈的方法:
func CreateNewEnemy() {
var enemy : SKSpriteNode?
let moveEnemyDown = SKAction.repeatForever(SKAction.moveBy(x: 0, y: -1, duration: 0.01))
let rotateEnemy = SKAction.repeatForever(SKAction.rotate(byAngle: 25, duration: 5))
let enemyXpos = randomNum(high: self.frame.size.width/2, low: -1 * self.frame.size.width/2)
let enemyYpos = randomNum(high: 2.5*self.frame.size.height, low: self.frame.size.height/2)
let enemyOrigin : CGPoint = CGPoint(x: enemyXpos, y: enemyYpos)
enemy = SKSpriteNode(imageNamed: possibleEnemyImage[Int(arc4random_uniform(4))])
print(enemy?.size.height)
enemy?.scale(to: CGSize(width: player.size.height, height: player.size.height))
print(enemy?.size.height)
enemy?.position = enemyOrigin
enemy?.run(moveEnemyDown)
enemy?.run(rotateEnemy)
let enemyRadius : CGFloat = (enemy?.size.width)!/2
print(enemyRadius)
enemy?.physicsBody? = SKPhysicsBody(circleOfRadius: enemyRadius)
enemy?.physicsBody?.categoryBitMask = enemyCategory
enemy?.physicsBody?.contactTestBitMask = bulletCategory
enemy?.physicsBody?.collisionBitMask = 0
enemy?.zPosition = 1
enemiesArray.append(enemy!)
self.addChild(enemy!)
}
創造敵人(被召入了移動查看功能)
func CreateAllEnemies(amountOfEnemies : UInt8) {
for _ in 0...amountOfEnemies {
CreateNewEnemy()
}
}
和另一個精靈
func CreateNewBullet() {
let bulletOrigin : CGPoint = CGPoint(x: player.position.x, y: player.position.y+player.size.height/2)
let moveBulletUp = SKAction.repeatForever(SKAction.moveBy(x: 0, y: 3, duration: 0.01))
var bullet : SKSpriteNode?
bullet = SKSpriteNode(imageNamed: "bulletImage")
bullet?.position = bulletOrigin
bullet?.run(moveBulletUp)
bullet?.physicsBody? = SKPhysicsBody(rectangleOf: (bullet?.size)!)
bullet?.physicsBody?.categoryBitMask = bulletCategory
bullet?.physicsBody?.contactTestBitMask = enemyCategory
bullet?.physicsBody?.collisionBitMask = 0
bullet?.physicsBody?.isDynamic = true
bullet?.physicsBody?.usesPreciseCollisionDetection = true
bullet?.zPosition = 1
bulletsArray.append(bullet!)
self.addChild(bullet!)
}
這個是用計時器創建的
bulletTimer = Timer.scheduledTimer(timeInterval: 0.25, target: self, selector: #selector(CreateNewBullet) , userInfo: nil, repeats: true)
不幸的是,當我看到兩個對象接觸后,它無法在控制台中打印任何內容。
SKPhysicsContactDelegate
並讓自己成為物理聯系人代表: //Physics categories
let enemyCategory: UInt32 = 1 << 1
let bulletCategory: UInt32 = 1 << 2
class GameScene: SKScene, SKPhysicsContactDelegate {
physicsWorld.contactDelegate = self
分配類別(通常在didMove(to view:)
:
enemy.physicsBody.catgeoryBitMask = enemyCategory bullet.physicsBody.catgeoryBitMask = bulletCategory
(確保已為每個節點創建了物理實體)
enemy.physicsBody?.collisionBitMask = 0 // enemy collides with nothing
bullet.physicsBody?.collisionBitMask = 0 // bullet collides with nothing
甚至:
for node in [enemy, bullet] {
node.physicsBody?.collisionBitMask = 0 // collides with nothing
}
建立聯絡人
bullet.physicsBody?.collisionBitMask = enemyCategory // bullet contacts enemy
確保每個潛在接觸中涉及的至少一個對象的物理主體上的isDynamic
屬性設置為true
,否則將不會生成任何接觸。 兩個對象都不必是動態的。
現在,當子彈和敵人接觸時,您應該得到didBegin
調用。 您可以這樣編碼didBegin
:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case bulletCategory | enemyCategory:
print("bullet and enemy have contacted.")
let bulletNode = contact.bodyA.categoryBitMask == bulletCategory ? contact.bodyA.node : contact.bodyB.node
enemyHealth -= 10
bulletNode.removeFromParent
default:
print("Some other contact occurred")
}
}
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