我正在制作一个游戏,我需要我的spriteNodes进行碰撞。我遵循了一个教程,但它对我不起作用。
当我运行游戏时,两个对象发生碰撞,输出监视器中没有println("beginContact"),因此不会调用didBeginContact函数。
override init(size:CGSize) {
super.init(size: size)
player.planeSprite = SKSpriteNode(imageNamed: "plane5")
player.planeSprite.physicsBody? = SKPhysicsBody(rectangleOfSize: player.planeSprite.size)
player.planeSprite.physicsBody?.dynamic = true;
player.planeSprite.physicsBody?.categoryBitMask = playerCategory;
player.planeSprite.physicsBody?.contactTestBitMask = noteCategory;
player.planeSprite.physicsBody?.collisionBitMask = 0;
player.planeSprite.physicsBody?.usesPreciseCollisionDetection = true;
player.planeSprite.position = CGPointMake(player.legalPositions[1], player.planeSprite.size.height/2)
self.addChild(player.planeSprite)
}
func addNote() {
var note:SKSpriteNode = SKSpriteNode(imageNamed: "note")
note.physicsBody? = SKPhysicsBody(rectangleOfSize: note.size)
note.physicsBody?.dynamic = true
note.physicsBody?.categoryBitMask = noteCategory
note.physicsBody?.contactTestBitMask = playerCategory
note.physicsBody?.collisionBitMask = 0
let minX = note.size.width/2
let maxX = self.frame.size.width - note.size.width/2
let rangeX = maxX - minX
let position = Int(arc4random_uniform(3))
note.position = CGPointMake(player.legalPositions[position], self.frame.size.height + note.size.height)
self.addChild(note)
}
func didBeginContact(contact: SKPhysicsContact!) {
println("beginContact")
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if((firstBody.categoryBitMask & noteCategory) != 0 && (secondBody.categoryBitMask & playerCategory) != 0 ) {
println("if statement")
playerDidCollideWithNote(firstBody.node as SKSpriteNode, note: secondBody.node as SKSpriteNode)
}
}
func playerDidCollideWithNote(plane:SKSpriteNode, note:SKSpriteNode) {
println("hit")
note.removeFromParent()
}
如果使用Xcode8.0 Swift3.0,则不能使用func didBeginContact(contact: SKPhysicsContact!) {}
所以你应该用这个。func didBegin(_ contact: SKPhysicsContact) {}
多次犯此错误。
您首先需要从SKPhysicsContactDelegate:继承
class GameScene: SKScene, SKPhysicsContactDelegate { ... }
然后在您的didMoveToView方法中,添加:
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
}
将您的GameScene实例设置为physicsWorld的contactDelegate。
从文档中,
当两个物理体重叠时,实现SKPhysicsContactDelegate协议的对象可以响应contactTestBitMask值在物理中相互接触世界要接收联系信息,您可以设置contactDelegateSKPhysicsWorld对象的属性。当接触开始或结束。
因此,您需要采用SKPhysicsContactDelegate
协议,并通过将physicsWorld
的contactDelegate
属性设置为SKScene
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
}
}
此外,您应该删除?
player.planeSprite.physicsBody? = SKPhysicsBody(rectangleOfSize: player.planeSprite.size)
note.physicsBody? = SKPhysicsBody(rectangleOfSize: note.size)