在 Swift 2 中检测物理接触
Detecting Physics Contact in Swift 2
我想在我的应用程序中检测两个对象之间的接触。我有一个 enum
来定义不同的类型:
enum ColliderType: UInt32 {
case Ball = 0b010
case Object = 0b001
case Gap = 0b100
}
我还添加了 SKPhysicsContactDelegate
到我的 SKView
:
在didMoveToView
,我有
self.physicsWorld.contactDelegate = self
这是我定义的对象
ball = SKSpriteNode(texture: ballTexture)
ball.position = CGPoint(x: CGRectGetMidX(self.frame) - self.frame.width/12, y: self.frame.size.height - (self.frame.size.height - 100))
ball.physicsBody = SKPhysicsBody(circleOfRadius: ballTexture.size().height)
ball.physicsBody!.dynamic = false
ball.physicsBody?.allowsRotation = false
ball.physicsBody!.categoryBitMask = ColliderType.Ball.rawValue
ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
ball.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let boxTexture = SKTexture(imageNamed: "Obstacle.png")
let box1 = SKSpriteNode(texture: boxTexture)
box1.size = CGSizeMake(self.frame.width/4, self.frame.width/8)
box1.runAction(moveAndRemoveBoxes)
box1.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
box1.physicsBody!.dynamic = false
box1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
box1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let gap = SKSpriteNode()
gap.size = box1.size
gap.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
gap.physicsBody!.dynamic = false
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
在 didBeginContact
函数中我有:
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
print("score")
score++
scoreLabel.text = String(score)
} else {
if gameOver == false {
gameOver = true
self.speed = 0
}
}
}
如果你点击屏幕,球对象会从屏幕的一半跳到另一半,名为 box1 的对象在屏幕的一半上 "falling down" 和 "invisible" 间隙以检测是否没有与箱子碰撞而通过的球员在屏幕的另一半。所以我想检测球是否碰到空隙,让球员得分,否则球与箱子碰撞
这是因为您的障碍 contactTestBitMask 正在寻找 Object,而不是 Ball。你想要这个:box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
鉴于新的变化:
ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue | ColliderType.Gap.rawValue
如果你想让联系人工作,你需要检查间隙值
我想在我的应用程序中检测两个对象之间的接触。我有一个 enum
来定义不同的类型:
enum ColliderType: UInt32 {
case Ball = 0b010
case Object = 0b001
case Gap = 0b100
}
我还添加了 SKPhysicsContactDelegate
到我的 SKView
:
在didMoveToView
,我有
self.physicsWorld.contactDelegate = self
这是我定义的对象
ball = SKSpriteNode(texture: ballTexture)
ball.position = CGPoint(x: CGRectGetMidX(self.frame) - self.frame.width/12, y: self.frame.size.height - (self.frame.size.height - 100))
ball.physicsBody = SKPhysicsBody(circleOfRadius: ballTexture.size().height)
ball.physicsBody!.dynamic = false
ball.physicsBody?.allowsRotation = false
ball.physicsBody!.categoryBitMask = ColliderType.Ball.rawValue
ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
ball.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let boxTexture = SKTexture(imageNamed: "Obstacle.png")
let box1 = SKSpriteNode(texture: boxTexture)
box1.size = CGSizeMake(self.frame.width/4, self.frame.width/8)
box1.runAction(moveAndRemoveBoxes)
box1.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
box1.physicsBody!.dynamic = false
box1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
box1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let gap = SKSpriteNode()
gap.size = box1.size
gap.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
gap.physicsBody!.dynamic = false
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
在 didBeginContact
函数中我有:
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
print("score")
score++
scoreLabel.text = String(score)
} else {
if gameOver == false {
gameOver = true
self.speed = 0
}
}
}
如果你点击屏幕,球对象会从屏幕的一半跳到另一半,名为 box1 的对象在屏幕的一半上 "falling down" 和 "invisible" 间隙以检测是否没有与箱子碰撞而通过的球员在屏幕的另一半。所以我想检测球是否碰到空隙,让球员得分,否则球与箱子碰撞
这是因为您的障碍 contactTestBitMask 正在寻找 Object,而不是 Ball。你想要这个:box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
鉴于新的变化:
ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue | ColliderType.Gap.rawValue
如果你想让联系人工作,你需要检查间隙值