iOS Swift didBeginContact未被调用

Hea*_*k67 8 collision-detection sprite-kit skphysicsbody skphysicsworld swift

在过去的两天里,我一直在努力争取两个SKSpriteNodes注册冲突并唤起他们didBegin#contact.

我为两个对象设置了位掩码' categoryBitMask',' contactTestBitMask'和' collisionTestBitMask'.

我也设置' dynamic'属性为' true'

initPhysics() 似乎建立了physicsWorld好.

我所期待的didBegin#Contact就是所谓的,但事实并非如此

//Set up Physicsbody bit masks
let playerCarBitMask: UInt32 = 0x1 << 1
let slowCarBitMask: UInt32 = 0x1 << 2



//initPhysics
func initPhysics() {
    println("(((((((((((((( Initiating Physicsbody ))))))))))))))")
    self.physicsWorld.contactDelegate = self
    self.physicsWorld.gravity = CGVector.zeroVector

    println("self.physicsWorld.contactDelegate = \(self.physicsWorld.contactDelegate)")

}

//setupPlayer
func setupPlayer() {

    car = SKSpriteNode(imageNamed: "redCarUp")
    car.setScale(2.0)
    car.position = CGPoint(x: 800, y: 400)
    car.zPosition = 100
    car.name = "car"

    gameNode.addChild(car)

    let carBody = SKPhysicsBody(
        rectangleOfSize: car.frame.size, center: car.position)

    carBody.dynamic = true
    carBody.categoryBitMask = playerCarBitMask
    carBody.contactTestBitMask = slowCarBitMask
    carBody.mass = 5
    carBody.collisionBitMask = slowCarBitMask
    car.physicsBody = carBody

    println("carBody = \(carBody)")
    println("carBody.dynamic = \(carBody.dynamic)")
    println("carBody.mass = \(carBody.mass)")
    println("carBody.categoryBitMask = \(carBody.categoryBitMask)")
    println("carBody.contactTestBitMask = \(carBody.contactTestBitMask)")
    println("carBody.collisionBitMask = \(carBody.contactTestBitMask)")



    slowCar = SKSpriteNode(imageNamed: "blueCarUp")
    slowCar.setScale(2.0)
    let slowCarScenePos = CGPoint(
        x: 680,
        y: 2048)


    slowCar.position = gameNode.convertPoint(slowCarScenePos, fromNode: self)
    println("slowCar.position = \(slowCar.position) ****")
    slowCar.zPosition = 80
    slowCar.name = "slowCar"



    let slowCarBody = SKPhysicsBody(
        rectangleOfSize: slowCar.frame.size, center: slowCar.position)


    println("slowCar = \(slowCar) ****")

    slowCarBody.dynamic = true
    slowCarBody.categoryBitMask = slowCarBitMask
    slowCarBody.contactTestBitMask = playerCarBitMask
    slowCarBody.mass = 5
    slowCarBody.collisionBitMask = playerCarBitMask
    slowCar.physicsBody = slowCarBody
    gameNode.addChild(slowCar)



}

func didBeginContact(contact: SKPhysicsContact!) {
    println("*******************PhysicsContact********************")
}
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Akh*_*ngh 10

'didBeginContact'已在swift 3中更改为'didBegin'

func didBegin(_ contact: SKPhysicsContact) { //stuff }

我有一个来自swift 2的代码,'didBeginContact'坐在那里,但没有被调用.经过一番白色,我发现功能已经改变了.所以,我认为我的回答可以帮助别人.


Hea*_*k67 2

事实证明这是一个简单的问题。在我的原始代码中,我为 SKPhysicsBody 检测框架设置参数,如下所示:

let carBody = SKPhysicsBody( rectangleOfSize: car.frame.size, center: car.position)

同样,我对正在测试物理碰撞的第二个节点也做了同样的事情。

只需删除“center:”参数,如下所示:

let carBody = SKPhysicsBody(rectangleOfSize: car.frame.size)

因为两个精灵节点解决了问题,并且节点现在相互碰撞并按预期将自己推到一边。