确定哪个精灵节点被击中
Identify which sprite node was hit
我希望能够确定当用户向一组目标 sprite 投掷另一个 sprite 时,哪个确切的目标 sprite 节点被击中。这是我在 didMoveToView 函数下设置我的精灵的方法(这里只包括相关的代码行)
let flingerTexture = SKTexture(imageNamed: "flinger")
flingerNode.position = CGPoint(x: 768, y: 440)
flingerNode.physicsBody = SKPhysicsBody(texture: flingerTexture, size: flingerNode.size)
flingerNode.physicsBody?.dynamic = true
flingerNode.physicsBody!.categoryBitMask = PhysicsCategory.Flinger
flingerNode.physicsBody!.collisionBitMask = PhysicsCategory.Edge | PhysicsCategory.Bubble | PhysicsCategory.Ball
flingerNode.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
let rotationConstraint = SKConstraint.zRotation(SKRange(lowerLimit: -π/4, upperLimit: π/4))
flingerNode.constraints = [rotationConstraint]
addChild(flingerNode)
// -------------Setup targets---------------
let range: Range<Int> = 1...10
for numbers in range {
let ballNode: BallNode = BallNode(imageNamed: "\(numbers)a")
let positionX = CGFloat.random(min: size.width / 6, max: size.width * 5/6)
let positionY = CGFloat.random(min: size.height * 4/9, max: size.height * 8/9)
ballNode.position = CGPoint(x: positionX, y: positionY)
ballNode.name = "Ball"
ballNode.ballIndex = Int(numbers)
index = ballNode.ballIndex
ballNode.ballHit = false
addChild(ballNode)
ballNode.physicsBody = SKPhysicsBody(circleOfRadius: 100)
ballNode.physicsBody!.affectedByGravity = false
ballNode.physicsBody?.dynamic = true
ballNode.physicsBody!.restitution = 0.5
ballNode.physicsBody!.friction = 0.0
ballNode.physicsBody!.categoryBitMask = PhysicsCategory.Ball
ballNode.physicsBody!.collisionBitMask = PhysicsCategory.Ball | PhysicsCategory.Bubble | PhysicsCategory.Edge | PhysicsCategory.Flinger | PhysicsCategory.Wall
ballNode.physicsBody?.contactTestBitMask = PhysicsCategory.Flinger
ballNode.userData = NSMutableDictionary()
ballArray.append(ballNode.ballIndex)
}
我能够检测到碰撞,但无法检索到额外的 userData 来识别哪个 ballNode 被击中。当我尝试下面的代码时,它只有 returns "nil".
的输出
func didBeginContact(contact: SKPhysicsContact!) {
let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == PhysicsCategory.Flinger | PhysicsCategory.Ball {
println(ballNode.userData)
}
}
我假设 PhysicsCategory.Flinger
小于 PhysicsCategory.Ball
。然后在didContactBegan
中你可以使用这个代码。
func didBeginContact(contact: SKPhysicsContact) {
var body1 : SKPhysicsBody!
var body2 : SKPhysicsBody!
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}
else {
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCategory.Flinger &&
body2.categoryBitMask == PhysicsCategory.Ball {
if let ballNode = body2.node {
println(ballNode.userData)
}
}
}
如果 PhysicsCategory.Flinger
大于 PhysicsCategory.Ball
,则必须反转条件。
if body1.categoryBitMask == PhysicsCategory.Ball &&
body2.categoryBitMask == PhysicsCategory.Flinger {
if let ballNode = body1.node {
println(ballNode.userData)
}
}
非常感谢@rakeshbs 为我指明正确的方向!您的 didBeginContact 方法有效 - 问题是我没有正确添加 userData。我通过将以下行添加到我的 didMoveToView 函数来解决这个问题:
ballNode.userData = ["ballNumber" : ballNode.ballIndex]
我希望能够确定当用户向一组目标 sprite 投掷另一个 sprite 时,哪个确切的目标 sprite 节点被击中。这是我在 didMoveToView 函数下设置我的精灵的方法(这里只包括相关的代码行)
let flingerTexture = SKTexture(imageNamed: "flinger")
flingerNode.position = CGPoint(x: 768, y: 440)
flingerNode.physicsBody = SKPhysicsBody(texture: flingerTexture, size: flingerNode.size)
flingerNode.physicsBody?.dynamic = true
flingerNode.physicsBody!.categoryBitMask = PhysicsCategory.Flinger
flingerNode.physicsBody!.collisionBitMask = PhysicsCategory.Edge | PhysicsCategory.Bubble | PhysicsCategory.Ball
flingerNode.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
let rotationConstraint = SKConstraint.zRotation(SKRange(lowerLimit: -π/4, upperLimit: π/4))
flingerNode.constraints = [rotationConstraint]
addChild(flingerNode)
// -------------Setup targets---------------
let range: Range<Int> = 1...10
for numbers in range {
let ballNode: BallNode = BallNode(imageNamed: "\(numbers)a")
let positionX = CGFloat.random(min: size.width / 6, max: size.width * 5/6)
let positionY = CGFloat.random(min: size.height * 4/9, max: size.height * 8/9)
ballNode.position = CGPoint(x: positionX, y: positionY)
ballNode.name = "Ball"
ballNode.ballIndex = Int(numbers)
index = ballNode.ballIndex
ballNode.ballHit = false
addChild(ballNode)
ballNode.physicsBody = SKPhysicsBody(circleOfRadius: 100)
ballNode.physicsBody!.affectedByGravity = false
ballNode.physicsBody?.dynamic = true
ballNode.physicsBody!.restitution = 0.5
ballNode.physicsBody!.friction = 0.0
ballNode.physicsBody!.categoryBitMask = PhysicsCategory.Ball
ballNode.physicsBody!.collisionBitMask = PhysicsCategory.Ball | PhysicsCategory.Bubble | PhysicsCategory.Edge | PhysicsCategory.Flinger | PhysicsCategory.Wall
ballNode.physicsBody?.contactTestBitMask = PhysicsCategory.Flinger
ballNode.userData = NSMutableDictionary()
ballArray.append(ballNode.ballIndex)
}
我能够检测到碰撞,但无法检索到额外的 userData 来识别哪个 ballNode 被击中。当我尝试下面的代码时,它只有 returns "nil".
的输出func didBeginContact(contact: SKPhysicsContact!) {
let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == PhysicsCategory.Flinger | PhysicsCategory.Ball {
println(ballNode.userData)
}
}
我假设 PhysicsCategory.Flinger
小于 PhysicsCategory.Ball
。然后在didContactBegan
中你可以使用这个代码。
func didBeginContact(contact: SKPhysicsContact) {
var body1 : SKPhysicsBody!
var body2 : SKPhysicsBody!
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}
else {
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCategory.Flinger &&
body2.categoryBitMask == PhysicsCategory.Ball {
if let ballNode = body2.node {
println(ballNode.userData)
}
}
}
如果 PhysicsCategory.Flinger
大于 PhysicsCategory.Ball
,则必须反转条件。
if body1.categoryBitMask == PhysicsCategory.Ball &&
body2.categoryBitMask == PhysicsCategory.Flinger {
if let ballNode = body1.node {
println(ballNode.userData)
}
}
非常感谢@rakeshbs 为我指明正确的方向!您的 didBeginContact 方法有效 - 问题是我没有正确添加 userData。我通过将以下行添加到我的 didMoveToView 函数来解决这个问题:
ballNode.userData = ["ballNumber" : ballNode.ballIndex]