我是IOS开发新手,目前在didBeginContact方法中的sprite kit碰撞方面存在一些问题。
如果其中一个碰撞物理体被移除,我如何打破或停止didBeginContact运行。例如:1颗子弹与2个重叠的敌人相撞因为子弹击中了敌人1并被摧毁,在第二个敌人上运行的碰撞检查抛出异常,因为子弹不再存在。
我已经尝试检查nil和NSNULL值没有运气。我收到的错误代码是"线程1:EXC_BAD_INSTRUCTION(code=EXC_I386_INVOIP,subcode=0x0)",并在尝试检查类别位掩码时发生(因为鱼雷不再存在)。
代码: var bodyA:SKPhysicsBody = contact.bodyA
var bodyB:SKPhysicsBody = contact.bodyB
if(contact.bodyA.categoryBitMask == alienCategory && contact.bodyB.categoryBitMask == alienCategory){
return
}
if((bodyA.categoryBitMask == alienCategory) && (bodyB.categoryBitMask == photonTorpedoCategory)){
torpedoDidCollideWithAlien(bodyA.node as SKSpriteNode)
}
var currTorpedo:SKSpriteNode = contact.bodyB.node as SKSpriteNode
var currAlien:SKSpriteNode = contact.bodyA.node as SKSpriteNode
currTorpedo.removeFromParent()
currAlien.removeFromParent()
}
func torpedoDidCollideWithAlien(alien:SKSpriteNode){
aliensDestroyed++
label.text = ("Current Score: " + String(aliensDestroyed))
}
也许你可以推迟从现场移除鱼雷,直到下一个场景"更新"。你可以将鱼雷标记为禁用/无效,这样它就不会影响你的第二个重叠敌人。像这样:
class YourScene: SkScene {
// Array of disabled torpedos
var disabledTorpedos = SKSpriteNode()[]
func didBeginContact(contact: SKPhysicsContact) {
var bodyA:SKPhysicsBody = contact.bodyA
var bodyB:SKPhysicsBody = contact.bodyB
if(contact.bodyA.categoryBitMask == alienCategory && contact.bodyB.categoryBitMask == alienCategory){
return
}
if((bodyA.categoryBitMask == alienCategory) && (bodyB.categoryBitMask == photonTorpedoCategory)){
torpedoDidCollideWithAlien(bodyA.node as SKSpriteNode)
}
var currTorpedo:SKSpriteNode = contact.bodyB.node as SKSpriteNode
var currAlien:SKSpriteNode = contact.bodyA.node as SKSpriteNode
// Created a new photonTorpedoDisabledCategory so the torpedo cannot hit a 2nd alien
currTorpedo.physicsBody.categoryBitMask = photonTorpedoDisabledCategory
disabledTorpedoes.append(currTorpedo)
// Hide torpedo from scene
currTorpedo.hidden = true
currAlien.removeFromParent()
}
override func update(currentTime: NSTimeInterval) {
// loop through disabledTorpedos array and removeFromParent
}
}