如何防止两种类型的SpriteKit节点相互冲突?

tal*_*lis 4 collision ios ios7 sprite-kit

我正在使用Apple Sprite Kit编写一款小游戏.

我遇到了碰撞问题.有时我不想让两个带有physicsBodys的skSpriteNodes进行交互.

作为一个例子,我有HERO,ENEMYS和SHOTS,我希望SHOTS只与ENEMYS交互.

但是当两个镜头碰撞在一起时,它们会改变它们的位置.

镜头的代码是

   shot.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:shot.size];
   shot.physicsBody.dynamic = YES;
   shot.physicsBody.allowsRotation = FALSE;
   shot.physicsBody.categoryBitMask = playerShotCategory;
   shot.physicsBody.contactTestBitMask = enemyCategory;
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并且敌人的代码是

   activeGameObject.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:activeGameObject.size];
    activeGameObject.physicsBody.dynamic = YES;
    activeGameObject.physicsBody.categoryBitMask = enemyCategory;
    activeGameObject.physicsBody.contactTestBitMask = playerCategory | playerShotCategory;
    activeGameObject.physicsBody.allowsRotation = FALSE;
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Gre*_*reg 6

如果你只想让镜头与敌人交互,你需要添加以下代码:

shot.physicsBody.collisionBitMask = enemyCategory;
activeGameObject.physicsBody.collisionBitMask = playerShotCategory|playerCategory;
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有关更多信息,请参阅collisionBitMask文档.如果您想要在碰撞中涉及其他类别,则可能需要修改collisionBitMask.