SpriteKit + Swift - 接触时不触发
SpriteKit + Swift - Not Firing on contact
所以我在玩 Swift 和 SpriteKit。我决定创建一个简单的游戏,其中一个角色将走到硬币箱并获得所有宝藏。
我正在尝试检测两个物体何时相互接触,但似乎什么也没有发生。
我做了什么:
1) 我设置委托:
SKPhysicsContactDelegate
2) 创建场景:
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
3) 创建了项目:
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
4) 创建了 didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
FYI, this IF if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) does not output Either the main if block or the else.
5) 我创建了物理类别 :
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
}
完整 GameScene.Swift:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
static let all: UInt32 = UInt32.max
}
let background = SKSpriteNode(imageNamed: "Backgrounds")
let backgroundRepeated = SKSpriteNode(imageNamed: "Backgrounds")
let chestOfCoins = SKSpriteNode(imageNamed: "chest")
let character = SKSpriteNode(imageNamed: "character")
let gameActions = NSUserDefaults.standardUserDefaults()
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
override func update(currentTime: NSTimeInterval) {
let startWalking = gameActions.boolForKey("Walking")
if (startWalking == true) {
chestOfCoins.position = CGPoint(x: chestOfCoins.position.x - 5, y: chestOfCoins.position.y)
background.position = CGPoint(x: background.position.x - 5, y: background.position.y)
backgroundRepeated.position = CGPoint(x: backgroundRepeated.position.x - 5, y: backgroundRepeated.position.y)
if (background.position.x < -background.size.width) {
background.position = CGPointMake(backgroundRepeated.position.x + backgroundRepeated.size.width, background.position.y)
}
if (backgroundRepeated.position.x < -backgroundRepeated.size.width) {
backgroundRepeated.position = CGPointMake(background.position.x + background.size.width, backgroundRepeated.position.y)
}
}
}
}
问题
谁能告诉我为什么当屏幕开始滚动并且这两个项目接触时没有任何反应并告诉我如何解决它?
即使我将两者的 zPosition 设置为相同,一个似乎也落后了
这是一张图片,不要评判图片:(
将你的箱子或其他物品 属性 设置为 dynamic = true
两个非动态物理实体不会注册联系人
所以我在玩 Swift 和 SpriteKit。我决定创建一个简单的游戏,其中一个角色将走到硬币箱并获得所有宝藏。
我正在尝试检测两个物体何时相互接触,但似乎什么也没有发生。
我做了什么:
1) 我设置委托:
SKPhysicsContactDelegate
2) 创建场景:
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
3) 创建了项目:
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
4) 创建了 didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
FYI, this IF if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) does not output Either the main if block or the else.
5) 我创建了物理类别 :
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
}
完整 GameScene.Swift:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
static let all: UInt32 = UInt32.max
}
let background = SKSpriteNode(imageNamed: "Backgrounds")
let backgroundRepeated = SKSpriteNode(imageNamed: "Backgrounds")
let chestOfCoins = SKSpriteNode(imageNamed: "chest")
let character = SKSpriteNode(imageNamed: "character")
let gameActions = NSUserDefaults.standardUserDefaults()
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
override func update(currentTime: NSTimeInterval) {
let startWalking = gameActions.boolForKey("Walking")
if (startWalking == true) {
chestOfCoins.position = CGPoint(x: chestOfCoins.position.x - 5, y: chestOfCoins.position.y)
background.position = CGPoint(x: background.position.x - 5, y: background.position.y)
backgroundRepeated.position = CGPoint(x: backgroundRepeated.position.x - 5, y: backgroundRepeated.position.y)
if (background.position.x < -background.size.width) {
background.position = CGPointMake(backgroundRepeated.position.x + backgroundRepeated.size.width, background.position.y)
}
if (backgroundRepeated.position.x < -backgroundRepeated.size.width) {
backgroundRepeated.position = CGPointMake(background.position.x + background.size.width, backgroundRepeated.position.y)
}
}
}
}
问题
谁能告诉我为什么当屏幕开始滚动并且这两个项目接触时没有任何反应并告诉我如何解决它?
即使我将两者的 zPosition 设置为相同,一个似乎也落后了
这是一张图片,不要评判图片:(
将你的箱子或其他物品 属性 设置为 dynamic = true
两个非动态物理实体不会注册联系人