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.
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。
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