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categoryBitMask
和contactTestBitMask
。
那么一切都应该正常。我希望我能帮上忙。