当玩家与其他SKS精灵节点发生碰撞时摆脱"bounce"



我正在制作一个游戏,应该避免障碍物并收集点。一个小问题。当玩家与点相撞(另一个SKSpritenode(时,玩家弹跳了一点。我希望它只是"通过"而不会受到碰撞影响。

这是玩家类:

import SpriteKit
struct ColliderType {
static let Player: UInt32 = 1
static let Swan: UInt32 = 2
static let Branch: UInt32 = 3
static let Score: UInt32 = 4
static let Wall1: UInt32 = 5
static let Wall2: UInt32 = 6
}
class Player: SKSpriteNode {
func initialize() {
    self.name = "Player"
    self.zPosition = 4
    self.setScale(0.3)
    self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height / 
2 - 5)
    self.physicsBody?.affectedByGravity = false
    self.physicsBody?.restitution = 0
    self.physicsBody?.categoryBitMask = ColliderType.Player
    self.physicsBody?.collisionBitMask = ColliderType.Swan | 
ColliderType.Branch | ColliderType.Wall1 | ColliderType.Wall2
    self.physicsBody?.contactTestBitMask = ColliderType.Swan | 
ColliderType.Score | ColliderType.Branch | ColliderType.Wall1 | 
ColliderType.Wall2

}
}

这是游戏玩法:

import SpriteKit
class GameplayScene: SKScene, SKPhysicsContactDelegate {
var player = Player()
var swan = SKSpriteNode()
var frog = SKSpriteNode()
var egg = SKSpriteNode()
var branch = SKSpriteNode()
var scoreLabel = SKLabelNode()
var score = 0
var gameStarted = false
var isAlive = false
var press = SKSpriteNode()
var touched: Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView) {
    initialize()
}
override func update(_ currentTime: TimeInterval) {
    if isAlive {
        moveBackgrounds()
    }
    if (touched) {
        moveNodeToLocation()
    }
}
override func touchesBegan(_ touches: Set<UITouch>, with event: 
UIEvent?) {
    if gameStarted == false {
        isAlive = true
        gameStarted = true
        press.removeFromParent()
        spawnSwans()
        spawnEggs()
        spawnBranches()
    }
    touched = true
    for touch in touches {
        location = touch.location(in:self)
    }
    for touch in touches {
        let location = touch.location(in: self)
        if atPoint(location).name == "Retry" {
            self.removeAllActions()
            self.removeAllChildren()
            initialize()
        }
        if atPoint(location).name == "Quit" {
            let mainMenu = MainMenuScene(fileNamed: "MainMenuScene")
            mainMenu!.scaleMode = .aspectFill
            self.view?.presentScene(mainMenu!, transition: 
SKTransition.fade(withDuration: TimeInterval(1)))
        }
    }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: 
UIEvent?) {
    touched = false
}
override func touchesMoved(_ touches: Set<UITouch>, with event: 
UIEvent?) {
    for touch in touches {
        location = touch.location(in: self)
    }
}
func didBegin(_ contact: SKPhysicsContact) {
    var firstBody = SKPhysicsBody()
    var secondBody = SKPhysicsBody()
    if contact.bodyA.node?.name == "Player" {
        firstBody = contact.bodyA
        secondBody = contact.bodyB
    } else {
        firstBody = contact.bodyB
        secondBody = contact.bodyA
    }
    if firstBody.node?.name == "Player" && secondBody.node?.name == 
"Egg" {
        incrementScore()
        secondBody.node?.removeFromParent()
    } else if firstBody.node?.name == "Player" && secondBody.node?.name 
== "Swan" {
        if isAlive {
            playerDied()
            firstBody.node?.removeFromParent()
        }
    } else if firstBody.node?.name == "Player" && secondBody.node?.name 
== "Branch" {
        if isAlive {
            playerDied()
            firstBody.node?.removeFromParent()
        }
    } else if firstBody.node?.name == "Player" && secondBody.node?.name 
== "Wall1" {
        if isAlive {
            playerDied()
            firstBody.node?.removeFromParent()
        }
    } else if firstBody.node?.name == "Player" && secondBody.node?.name 
== "Wall2" {
        if isAlive {
            playerDied()
            firstBody.node?.removeFromParent()
        }
    }

}
func initialize() {
    gameStarted = false
    isAlive = false
    score = 0
    physicsWorld.contactDelegate = self
    createInstructions()
    createPlayer()
    createBackgrounds()
    createWall1()
    createWall2()
    createLabel()
}
func createInstructions() {
    press = SKSpriteNode(imageNamed: "Press")
    press.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    press.position = CGPoint(x: 0, y: 100)
    press.setScale(0.4)
    press.zPosition = 10
    self.addChild(press)
}
func createPlayer() {
    player = Player(imageNamed: "Player")
    player.initialize()
    player.position = CGPoint(x: 0, y: 0)
    self.addChild(player)
}
func createBackgrounds() {
    for i in 0...2 {
        let bg = SKSpriteNode(imageNamed: "BG")
        bg.name = "BG"
        bg.anchorPoint = CGPoint(x: 0.5, y: 0.5 )
        bg.position = CGPoint(x: 0, y: CGFloat(i) * bg.size.height)
        self.addChild(bg)
    }
}
func createWall1() {
    for i in 0...2 {
        let wall = SKSpriteNode(imageNamed: "Wall1")
        wall.name = "Wall1"
        wall.zPosition = 4
        wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
        wall.position = CGPoint(x: -(self.frame.size.width / 2) + 23, 
y: CGFloat(i) * wall.size.height)
        wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 
wall.size.width - 30, height: wall.size.height))
        wall.physicsBody?.affectedByGravity = false
        wall.physicsBody?.isDynamic = false
        wall.physicsBody?.categoryBitMask = ColliderType.Wall1
        self.addChild(wall)
    }
}
func createWall2() {
    for i in 0...2 {
        let wall = SKSpriteNode(imageNamed: "Wall2")
        wall.name = "Wall2"
        wall.zPosition = 4
        wall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
        wall.position = CGPoint(x: (self.frame.size.width / 2) - 23, y: 
CGFloat(i) * wall.size.height)
        wall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 
wall.size.width - 30, height: wall.size.height))
        wall.physicsBody?.affectedByGravity = false
        wall.physicsBody?.isDynamic = false
        wall.physicsBody?.categoryBitMask = ColliderType.Wall2
        self.addChild(wall)
    }
}
func moveBackgrounds() {
    enumerateChildNodes(withName: "BG", using: ({
        (node, error) in
        node.position.y -= 5
        if node.position.y < -(self.frame.height) {
            node.position.y += self.frame.height * 3
        }
    }))
    enumerateChildNodes(withName: "Wall1", using: ({
        (node, error) in
        node.position.y -= 5
        if node.position.y < -(self.frame.height) {
            node.position.y += self.frame.height * 3
        }
    }))
    enumerateChildNodes(withName: "Wall2", using: ({
        (node, error) in
        node.position.y -= 5
        if node.position.y < -(self.frame.height) {
            node.position.y += self.frame.height * 3
        }
    }))
}
func createSwans() {
    swan = SKSpriteNode(imageNamed: "Swan")
    swan.name = "Swan"
    swan.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    swan.position = CGPoint(x: 0, y: 300)
    swan.zPosition = 5
    swan.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 
swan.size.width - 50, height: swan.size.height - 50))
    swan.physicsBody?.categoryBitMask = ColliderType.Swan
    swan.physicsBody?.affectedByGravity = false
    swan.physicsBody?.isDynamic = false
    swan.position.y = self.size.height + 100
    swan.position.x = CGFloat.randomBetweenNumbers(firstNum: -255, 
secondNum: 255)
    self.addChild(swan)
    let destination = self.frame.height * 2
    let move = SKAction.moveTo(y: -destination, duration: 
TimeInterval(10))
    let remove = SKAction.removeFromParent()
    swan.run(SKAction.sequence([move, remove]), withKey: "MoveSwans")

}
func spawnSwans() {
    let spawn = SKAction.run({ () -> Void in
        self.createSwans()
    })
    let delay = SKAction.wait(forDuration: TimeInterval(0.8))
    let sequence = SKAction.sequence([spawn, delay])
    self.run(SKAction.repeatForever(sequence), withKey: "SpawnSwans")
}
func createBranches() {
    let branch = SKSpriteNode(imageNamed: "Branch")
    branch.name = "Branch"
    branch.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    branch.position = CGPoint(x: 0, y: 500)
    branch.zPosition = 4
    branch.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 
branch.size.width - 30, height: branch.size.height - 30))
    branch.physicsBody?.categoryBitMask = ColliderType.Branch
    branch.physicsBody?.affectedByGravity = false
    branch.physicsBody?.isDynamic = false
    branch.position.y = self.frame.height + 500
    branch.position.x = CGFloat.randomBetweenNumbers(firstNum: -228, 
secondNum: 228)
    self.addChild(branch)
    let destination = self.size.height / 1.5
    let move = SKAction.moveTo(y: -destination, duration: 
TimeInterval(10))
    let remove = SKAction.removeFromParent()
    branch.run(SKAction.sequence([move, remove]), withKey: 
"MoveBranches")
}
func spawnBranches() {
    let spawn = SKAction.run({ () -> Void in
        self.createBranches()
    })
    let delay = SKAction.wait(forDuration: TimeInterval(1.5))
    let sequence = SKAction.sequence([spawn, delay])
    self.run(SKAction.repeatForever(sequence), withKey: 
"SpawnBranches")
}
func createEggs() {
    let egg = SKSpriteNode(imageNamed: "Egg")
    egg.name = "Egg"
    egg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    egg.position = CGPoint(x: 0, y: 500)
    egg.zPosition = 3
    egg.setScale(0.3)
    egg.physicsBody = SKPhysicsBody(circleOfRadius: egg.size.height / 2 
- 5)
    egg.physicsBody?.categoryBitMask = ColliderType.Score
    egg.physicsBody?.collisionBitMask = 0
    egg.physicsBody?.affectedByGravity = false
    egg.physicsBody?.restitution = 0
    egg.physicsBody?.isDynamic = false
    egg.position.y = self.frame.height + 500
    egg.position.x = CGFloat.randomBetweenNumbers(firstNum: -250, 
secondNum: 250)
    self.addChild(egg)
    let destination = self.size.height / 2
    let move = SKAction.moveTo(y: -destination, duration: 
TimeInterval(10))
    let remove = SKAction.removeFromParent()
    egg.run(SKAction.sequence([move, remove]), withKey: "MoveEggs")
}
//testa göra likadant med createCrocodiles och spawnCrocodiles som du 
gör med createScore och spawnScore
func spawnEggs() {
    let spawn = SKAction.run({ () -> Void in
        self.createEggs()
    })
    let delay = SKAction.wait(forDuration: TimeInterval(3))
    let sequence = SKAction.sequence([spawn, delay])
    self.run(SKAction.repeatForever(sequence), withKey: "SpawnEggs")
}
func createLabel() {
    scoreLabel.zPosition = 7
    scoreLabel.position = CGPoint(x: 0, y: -300)
    scoreLabel.fontName = "Bradley Hand"
    scoreLabel.fontSize = 120
    scoreLabel.text = "0"
    self.addChild(scoreLabel)
}
func incrementScore() {
    score += 1
    scoreLabel.text = String(score)
}
func playerDied() {
    self.removeAction(forKey: "SpawnSwans")
    self.removeAction(forKey: "SpawnBranches")
    self.removeAction(forKey: "SpawnEggs")
    for child in children {
        if child.name == "Swan" {
            child.removeAction(forKey: "MoveSwans")
        } else if child.name == "Branch" {
            child.removeAction(forKey: "MoveBranches")
        } else if child.name == "Egg" {
            child.removeAction(forKey: "MoveEggs")
        }
    }
    isAlive = false
    let highscore = GameManager.instance.getHighscore()
    if highscore < score {
        GameManager.instance.setHighscore(highscore: score)
    }
    let retry = SKSpriteNode(imageNamed: "Retry")
    let quit = SKSpriteNode(imageNamed: "Quit")
    retry.name = "Retry"
    retry.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    retry.position = CGPoint(x: -150, y: 0)
    retry.zPosition = 8
    retry.setScale(0)
    quit.name = "Quit"
    quit.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    quit.position = CGPoint(x: 150, y: 0)
    quit.zPosition = 8
    quit.setScale(0)
    let scaleUp = SKAction.scale(to: 1, duration: TimeInterval(0.5))
    retry.run(scaleUp)
    quit.run(scaleUp)
    self.addChild(retry)
    self.addChild(quit)

}
func moveNodeToLocation() {
    // Compute vector components in direction of the touch
    var dx = location.x - player.position.x
    // How fast to move the node. Adjust this as needed
    let speed:CGFloat = 0.08
    // Scale vector
    dx = dx * speed
    player.position = CGPoint(x:player.position.x+dx, y: 0)
}
}

我在这里看到您的问题,因此,如果我理解正确,您希望能够拿起电源或硬币而不与玩家相撞。

在这种情况下,您只需要删除不想从玩家碰撞的项目碰撞碰撞,反之亦然,因为这是决定什么与什么相撞的原因。您仍然可以使用ContactBitMask检查与IT联系。此外,这里还有一个链接,详细说明CollisionBitMasks CollisionBitMask如何工作?swift/spritekit!

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