当两个节点碰撞时结束游戏



我有两个独立的节点,它们有自己的物理体,当它们碰撞时,应该会出现一个带有高分和回放按钮的SKScene。这就是我的场景的名称:

func didBeginContact(contact: SKPhysicsContact) {
  gameOver()
    print("gameOver")
}

这就是我的节点物理体的设置方式:

   func createDown(position: CGPoint) -> SKNode {
    let circleNode = SKSpriteNode()
    let circle = SKSpriteNode(imageNamed: "first@2x")
    circleNode.position = CGPointMake(position.x, position.y)
    circleNode.physicsBody = SKPhysicsBody(circleOfRadius: 30)
    circleNode.physicsBody?.dynamic = false
    circle.size = CGSize(width: 75, height: 75)
    circleNode.addChild(circle)
    circleNode.name = "circleNode"
    circle.name = "CIRCLE"
    let up = SKAction.moveByX(0, y: -9000, duration: 100)
     physicsBody?.categoryBitMask = blackCategory
    circleNode.runAction(up)
    return circleNode
}
func playerPhysics() {
player.physicsBody = SKPhysicsBody(circleOfRadius: 30)
    player.physicsBody?.affectedByGravity = false
  player.physicsBody?.categoryBitMask = playerCategory
     player.physicsBody?.contactTestBitMask = blackCategory
}

这是我的gameOver函数:

 func gameOver() {
   gameEnd = true
     let reveal = SKTransition.fadeWithDuration(1)
     let scene = GameOver(size: self.scene!.size)
     view!.presentScene(scene, transition: reveal)

}

我是不是错过了什么?如有必要,将发布更多代码。

当两个节点发生冲突时,只需使用intersectsNode并调用gameOver()。

if yourNode.intersectsNode(yourSecondNode) { gameOver() }

SKNode类参考:SKNode

您需要添加物理世界作为方法工作的联系委托。

class GameScene: SKScene, SKPhysicsContactDelegate {
    override func didMoveToView(view: SKView) {
        physicsWorld.contactDelegate = self

正如Whirlwind所说,您需要为圆节点设置categoryBitMaskcontactTestBitMask

那么一切都应该正常。我希望我能帮上忙。

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