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如何在Swift,Sprite套件中檢測碰撞

[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。

  1. 定義唯一的類別,確保您的課程是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
  1. 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)

  1. 設置碰撞:

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
   }
  1. 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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