简易精灵套件接触检测(太空射击游戏)不能正确Wotking



我正在尝试制作一款简单的太空射击游戏。这种接触应该发生在鱼雷和外星人之间,或者航天飞机和外星人之间。问题是,第二次接触(航天飞机对外星人)只发生在第一次接触(鱼雷对外星人)之后,而且它们并不总是精确的。这是在类之外创建的结构

struct PhysicsCategory {
static let alien : UInt32 = 1
static let torpedo : UInt32 = 2
static let shuttle : UInt32 = 3 }

穿梭机:

shuttle.physicsBody = SKPhysicsBody(rectangleOfSize: shuttle.size)
shuttle.physicsBody?.categoryBitMask = PhysicsCategory.shuttle
shuttle.physicsBody?.contactTestBitMask = PhysicsCategory.alien 
shuttle.physicsBody?.dynamic = false 
shuttle.physicsBody?.affectedByGravity = false

鱼雷:

torpedo.physicsBody = SKPhysicsBody(rectangleOfSize: torpedo.size)
torpedo.physicsBody?.categoryBitMask = PhysicsCategory.torpedo
torpedo.physicsBody?.contactTestBitMask = PhysicsCategory.alien
torpedo.physicsBody?.affectedByGravity = false
torpedo.physicsBody?.dynamic = false

外星人:

alien.physicsBody = SKPhysicsBody(rectangleOfSize: torpedo.size)
alien.physicsBody?.categoryBitMask = PhysicsCategory.alien
alien.physicsBody?.contactTestBitMask = PhysicsCategory.torpedo
alien.physicsBody?.affectedByGravity = false
alien.physicsBody?.dynamic = true

最后,这是我的联系代码:

    func didBeginContact(contact: SKPhysicsContact) {
    var firstBody : SKPhysicsBody = contact.bodyA
    var secondBody : SKPhysicsBody = contact.bodyB
    if ((firstBody.categoryBitMask == PhysicsCategory.alien) && (secondBody.categoryBitMask == PhysicsCategory.torpedo)) ||
    ((firstBody.categoryBitMask == PhysicsCategory.torpedo) && (secondBody.categoryBitMask == PhysicsCategory.alien)) {
        self.contactWithTorpedo(firstBody.node as! SKSpriteNode, torpedo: secondBody.node as! SKSpriteNode)
    } else if ((firstBody.categoryBitMask == PhysicsCategory.shuttle) && (secondBody.categoryBitMask == PhysicsCategory.alien)) {
            self.contactWithShuttle(firstBody.node as! SKSpriteNode, shuttle: secondBody.node as! SKSpriteNode)
    }
}

func contactWithTorpedo (alien: SKSpriteNode, torpedo : SKSpriteNode) {
    alien.removeFromParent()
    torpedo.removeFromParent()
    score++
    scoreLabel.text = "score: " + "(score)"
}
func contactWithShuttle (alien:SKSpriteNode, shuttle:SKSpriteNode) {
    alien.removeFromParent()
    shuttle.removeFromParent()
    self.view?.presentScene(EndScene())
}

我真的不确定问题出在哪里,而且我看过一些教程也有同样的做法。顺便说一句,我不知道它是否相关,但这不是一款iOS游戏,而是一款OSX。提前谢谢!

您可能会发现如下重组didBeginContact不那么令人困惑,因为这避免了第一个身体/第二个身体的东西和复杂的if...then条件,以查看接触了什么:

func didBeginContact(contact: SKPhysicsContact) {
    let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
    switch contactMask {
    case PhysicsCategory.alien | PhysicsCategory.torpedo:
       // alien and torpedo have contacted
       contact.bodyA.removeFromParent()
       contact.bodyB.removeFromParent()
       score += 1
       scoreLabel.text = "score: " + "(score)"
    case PhysicsCategory.alien | PhysicsCategory.shuttle:
       // alien and shuttle have contacted
       contact.bodyA.removeFromParent()
       contact.bodyB.removeFromParent()
       self.view?.presentScene(EndScene())
    default :
        //Some other contact has occurred
        print("Some other contact")
    }
}

你只需要为游戏中需要采取行动的所有联系人添加尽可能多的PhysicsCategory.enemy | PhysicsCategory.player案例。对每个潜在的联系人单独编码,如果……那么……否则你就不会松懈。

如果你只需要引用一个接触中的一个节点(例如,在敌人击中玩家后将其移除),你可以这样做:

let playerNode = contact.bodyA.categoryBitMask == PhysicsCategory.player ? contact.bodyA.node! : contact.bodyB.node!
playernode.removefromParent

我建议您阅读有关SKPhysicsBody的文档。

场景中的每个物理体最多可以被分配到32个不同的类别,每个类别对应于比特掩码中的一个比特。您可以定义游戏中使用的掩码值。结合collisionBitMask和contactTestBitMask属性,您可以定义哪些物理体相互作用,以及何时向您的游戏通知这些相互作用

首先,我会将PhysicsCategory更改为

struct PhysicsCategory {
static let alien : UInt32 = 0x1 << 1
static let torpedo : UInt32 = 0x1 << 2
static let shuttle : UInt32 = 0x1 << 3 
}

然后

alien.physicsBody?.contactTestBitMask = PhysicsCategory.torpedo | PhysicsCategory.shuttle

希望这能有所帮助。

所以我昨天确实解决了我的问题。我正在发布更新后的代码,以防它能帮助到别人。课外:

struct PhysicsCategory {
static let player : UInt32 = 0x1 << 0
static let bullet : UInt32 = 0x1 << 1
static let enemy : UInt32 = 0x1 << 2}

然后,在像我之前写的那样将phyics应用到每个精灵之后,在类内:

    //Contact with bullet
func contactWithBullet(enemy : SKSpriteNode, bullet: SKSpriteNode) {
    enemy.removeFromParent()
    bullet.removeFromParent()
    score += 1
    updateLabels()
}
//contact with player
func contactWithPlayer(player : SKSpriteNode, enemy : SKSpriteNode) {
    enemy.removeFromParent()
    lives -= 1
    updateLabels() //another function that changes the score and lives labels
}
//CONTACT DETECTION
func didBeginContact(contact: SKPhysicsContact) {
    let firstBody : SKPhysicsBody = contact.bodyA
    let secondBody : SKPhysicsBody = contact.bodyB
    if (firstBody.categoryBitMask == PhysicsCategory.enemy && secondBody.categoryBitMask == PhysicsCategory.bullet || firstBody.categoryBitMask == PhysicsCategory.bullet && secondBody.categoryBitMask == PhysicsCategory.enemy) {
        contactWithBullet(firstBody.node as! SKSpriteNode, bullet: secondBody.node as! SKSpriteNode)
        checkScore()
        enemiesInWave -= 1
    } else if (firstBody.categoryBitMask == PhysicsCategory.enemy && secondBody.categoryBitMask == PhysicsCategory.player || firstBody.categoryBitMask == PhysicsCategory.player && secondBody.categoryBitMask == PhysicsCategory.enemy) {
        contactWithPlayer(firstBody.node as! SKSpriteNode, enemy: secondBody.node as! SKSpriteNode)
        checkLives()
        enemiesInWave -= 1
    }
}

最新更新