当在swift中设置Player.physicsBody.dynamic = false时,加速计不工作



我是spritekit的新手,并试图开发一款带有Acceleromotion限制SKSpritNode走出屏幕的游戏。当我设置Player.physicsBody!动态=真,但相同的代码不工作时设置此属性为"假"。请告诉我哪里做错了下面是代码:

import SpriteKit
import CoreMotion
class EndScene : SKScene,SKPhysicsContactDelegate   {
  let kShipName = "ship"
  var Player = SKSpriteNode(imageNamed: "Airplane")
  let motionManager: CMMotionManager = CMMotionManager()
  override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
        physicsBody = SKPhysicsBody(edgeLoopFromRect: frame)
        Player.position = CGPointMake(self.size.width / 2, self.size.height / 5)
        Player.physicsBody = SKPhysicsBody(rectangleOfSize: Player.frame.size)
        Player.physicsBody?.affectedByGravity = false
        Player.physicsBody?.categoryBitMask = PhysicsCategory.Player
        Player.physicsBody?.contactTestBitMask = PhysicsCategory.Enemy
        Player.physicsBody?.dynamic = false
        Player.physicsBody!.mass = 0.02
        self.addChild(Player)
        Player.setScale(0.4)
        Player.name = kShipName
        motionManager.startAccelerometerUpdates()
}
func processUserMotionForUpdate(currentTime: CFTimeInterval) {
        // 1
        if let ship = childNodeWithName(kShipName) as? SKSpriteNode {
            // 2
            if let data = motionManager.accelerometerData {
                // 3
                if fabs(data.acceleration.x) > 0.2 {
                    // 4 How do you move the ship?
                    Player.physicsBody!.applyForce(CGVectorMake(30.0 * CGFloat(data.acceleration.x), 0))
                }
            }
        }
    }

 override func update(currentTime: CFTimeInterval) {
              processUserMotionForUpdate(currentTime)
    }

}

如果你的精灵不是动态的,你就不能对它应用力/脉冲。

根据苹果关于SKPhysicsBodies动态属性的文档

"默认值为YES。如果该值为NO,则物理体忽略施加于其上的所有力和脉冲。此属性在基于边缘的物体上被忽略;它们是自动静态的。"

正如其他人指出的,你也应该清理你的厄运金字塔

func processUserMotionForUpdate(currentTime: CFTimeInterval) {
    // 1
    guard let ship = childNodeWithName(kShipName) as? SKSpriteNode else { return }
    // 2
    guard let data = motionManager.accelerometerData else { return }
    // 3
    guard fabs(data.acceleration.x) > 0.2 else { return }
    // 4 How do you move the ship?
    Player.physicsBody!.applyForce(CGVectorMake(30.0 * CGFloat(data.acceleration.x), 0))
}

也试着遵循swift准则,你的播放器属性应该以一个小写字母

开头
let player = SKSpriteNode(imageNamed: "Airplane") 

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