Mur*_*urn 2 collision sprite-kit swift
我正在制作一个我需要我的spriteNodes碰撞的游戏.我按照教程,但它不适合我.
当我运行我的游戏并且两个对象发生碰撞时,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()
}
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Nic*_*ing 12
做了好几次这个错误.
首先需要从SKPhysicsContactDelegate继承:
class GameScene: SKScene, SKPhysicsContactDelegate { ... }
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然后在您的didMoveToView方法中添加:
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
}
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将GameScene实例设置为physicsWorld的contactDelegate.
小智 11
如果您使用Xcode8.0 Swift3.0,则无法使用
func didBeginContact(contact: SKPhysicsContact!) {}
所以你应该使用它.
func didBegin(_ contact: SKPhysicsContact) {}
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