在任何碰撞中的游戏 - Swift SpriteKit



在我的游戏中,我有飞机四处走动。在我的游戏中,我想要,以便如果有飞机与另一架飞机相撞,它将打印"游戏"。我已将SKPhysicsContactDelegate添加到我的GamesScene中。我在飞机上添加了物理体。然后,我将此函数添加到我的didMoveToview函数:

  func didBegin(_ contact: SKPhysicsContact){
        print("Game over")
        }

现在,当我运行游戏时,飞机碰撞时,没有任何印刷到控制台。我该如何更改代码,因此,如果有任何飞机与另一个飞机碰撞(有2个以上(,它将游戏打印到控制台?

编辑:我已经将物理世界联系人与自我联系。我没有称之为此功能 - 我必须 - 我认为场景中发生碰撞时该功能会运行。

这是我的代码:

//
//  GameScene.swift
//  PlaneGame
//
//  Created by Lucas Farleigh on 09/04/2017.
//  Copyright © 2017 Farleigh Tech. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
private let Background = SKSpriteNode(imageNamed: "Background")
private let PlaneRed = SKSpriteNode(imageNamed: "PlaneRed")
private let PlaneBlue = SKSpriteNode(imageNamed: "PlaneBlue")
private let PlaneRed2 = SKSpriteNode(imageNamed: "PlaneRed2")
private let PlaneBlue2 = SKSpriteNode(imageNamed: "PlaneBlue2")
private let StartButton = SKLabelNode(fontNamed: "Chalkduster")
private let Trail = SKSpriteNode(imageNamed: "BlueTrail")
private let Center = SKNode()
private let Center2 = SKNode()
var GameHasStarted = false


override func didMove(to view: SKView) {
    //Defining the position,size and ZPosition for the background
    Background.position = CGPoint(x:self.frame.midX / 2,y: self.frame.midY)
    Background.xScale = 10.0
    Background.yScale = 10.0
    Background.zPosition = -10
    addChild(Background)

    //Defining a start button - will be used later as a button
    StartButton.position = CGPoint(x:self.frame.midX,y:self.frame.minY + 100)
    StartButton.text = "Tap Anywhere To Start"
    StartButton.fontSize = 50.0
    StartButton.name = "StartButton"
    addChild(StartButton)
    //Setting the planered position and size up for the plane, ready to start the game
    PlaneRed.position = CGPoint(x:self.frame.midX - 250,y: self.frame.midY)
    PlaneRed.xScale = 0.13
    PlaneRed.yScale = 0.13
    PlaneRed.zPosition = 10
    //Setting the planeblue position and size up for the plane, ready to start the game
    PlaneBlue.position = CGPoint(x:self.frame.midX + 250,y: self.frame.midY)
    PlaneBlue.xScale = 0.13
    PlaneBlue.yScale = -0.13
    PlaneBlue.zPosition = 10
    //Setting the planered position and size up for the plane, ready to start the game
    PlaneRed2.position = CGPoint(x:self.frame.midX,y: self.frame.midY + 250)
    PlaneRed2.xScale = -0.13
    PlaneRed2.yScale = 0.13
    PlaneRed2.zPosition = 10
    //Setting the planeblue position and size up for the plane, ready to start the game
    PlaneBlue2.position = CGPoint(x:self.frame.midX,y: self.frame.midY - 250)
    PlaneBlue2.xScale = 0.13
    PlaneBlue2.yScale = 0.13
    PlaneBlue2.zPosition = 10

    //Making the trail
    Trail.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
    Trail.xScale = 1.08
    Trail.yScale = 1.08
    addChild(Trail)
    //In order to rotate the planes around a point, we must create the point as an SKNode, and make the planes a child of the point
    //The point then rotates bringing the planes with it
    //Setting up the point where the plane will rotate around
    Center.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
    addChild(Center)
    Center2.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
    addChild(Center2)
    Center.addChild(PlaneRed)
    Center.addChild(PlaneBlue)
    Center2.addChild(PlaneRed2)
    Center2.addChild(PlaneBlue2)

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //ADDING PHYSICS TO PLANES
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //Defining the red planes physics body
    PlaneRed.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed.size)
    PlaneRed2.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed2.size)
    physicsWorld.contactDelegate = self
    physicsWorld.gravity = CGVector.zero
    func didBegin(contact: SKPhysicsContact){
        print("Game over")
    }
}




func Start(){
    //Defining an SKAction for the plane to orbit the center
    let OrbitCenter = SKAction.rotate(byAngle: CGFloat(-2), duration: 3.8)
    let Orbit = SKAction.repeatForever(OrbitCenter)
    //Creating the action for the center 2 to rotate anti clockwise
    let AntiOrbitCenter = SKAction.rotate(byAngle: CGFloat(2), duration: 3.8)
    let AntiOrbit = SKAction.repeatForever(AntiOrbitCenter)
    //Running the SKAction on the plane
    Center.run(Orbit)
    Center2.run(AntiOrbit)

}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?){
    for touch in touches{
    //Setting up the touch settings - these two variables store the nodes that the user has touched by first defining the location and then checking for nodes at this location
    let location = touch.location(in: self)
    let node = self.atPoint(location)

        if GameHasStarted == false{
            Start()
            GameHasStarted = true
        }


    }
}


override func update(_ currentTime: TimeInterval) {
    // Called before each frame is rendered
} 
}

first

您的didBegin func需要在didMove func

之外
override func didMove(to view: SKView) {
}
func didBegin(_ contact: SKPhysicsContact) {
    print("Game over")
}

第二

您需要为对象设置一些物理类别,因此它们 知道他们可以与什么相撞,可以通过什么以及什么 碰撞没关系。你可以把这个放在班上 声明

//Game Physics
struct PhysicsCategory {
    static let plane: UInt32 = 0x1 << 0
    static let plane2: UInt32 = 0x1 << 1
    static let obstacle: UInt32 = 0x1 << 2
}

第三

您需要将这些物理装饰添加到您的对象

    //Defining the red planes physics body
    PlaneRed.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed.size)
    PlaneRed.physicsBody?.categoryBitMask = PhysicsCategory.plane
    PlaneRed.physicsBody?.collisionBitMask = PhysicsCategory.plane
    PlaneRed.physicsBody?.contactTestBitMask = PhysicsCategory.plane
    PlaneRed.physicsBody?.isDynamic = true
    PlaneRed2.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed2.size)
    PlaneRed2.physicsBody?.categoryBitMask = PhysicsCategory.plane
    PlaneRed2.physicsBody?.collisionBitMask = PhysicsCategory.plane
    PlaneRed2.physicsBody?.contactTestBitMask = PhysicsCategory.plane
    PlaneRed2.physicsBody?.isDynamic = true
    PlaneBlue.physicsBody = SKPhysicsBody(rectangleOf: PlaneBlue.size)
    PlaneBlue.physicsBody?.categoryBitMask = PhysicsCategory.plane
    PlaneBlue.physicsBody?.collisionBitMask = PhysicsCategory.plane
    PlaneBlue.physicsBody?.contactTestBitMask = PhysicsCategory.plane
    PlaneBlue.physicsBody?.isDynamic = true
    PlaneBlue2.physicsBody = SKPhysicsBody(rectangleOf: PlaneBlue2.size)
    PlaneBlue2.physicsBody?.categoryBitMask = PhysicsCategory.plane
    PlaneBlue2.physicsBody?.collisionBitMask = PhysicsCategory.plane
    PlaneBlue2.physicsBody?.contactTestBitMask = PhysicsCategory.plane
    PlaneBlue2.physicsBody?.isDynamic = true
    self.physicsWorld.contactDelegate = self
    self.physicsWorld.gravity = CGVector.zero

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