SpriteNodes 之间没有碰撞检测

No collision detection between SpriteNodes

我有 2 个类别

enum ColliderType:UInt32 {
case bulletCategory = 1
case bossCategory = 2
} 

我 class 使用 SKPhysicsContactDelegate 并创建了一个节点

class PlayScene: SKScene, SKPhysicsContactDelegate {

var charBullets :[SKSpriteNode] = [SKSpriteNode]()
var charBulletTexture = SKTexture(imageNamed: "Bullet1.png")
var boss = SKSpriteNode()
var bossTexture = SKTexture(imageNamed: "BossImage.png")

并设置 physicsWorld.contactDelegate 并在 didMove(to view: SKView) 函数中创建一个节点

override func didMove(to view: SKView) { 

physicsWorld.contactDelegate = self

boss.name = "boss"
boss = SKSpriteNode(texture: bossTexture)
boss.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 300, height: 300))
boss.physicsBody?.usesPreciseCollisionDetection = true
boss.physicsBody!.isDynamic = true
boss.physicsBody!.affectedByGravity = false
boss.size = CGSize(width: 300, height: 300)
boss.physicsBody!.categoryBitMask = ColliderType.bossCategory.rawValue
boss.physicsBody!.collisionBitMask = 0
boss.physicsBody!.contactTestBitMask = ColliderType.bulletCategory.rawValue
boss.position = CGPoint(x: 0, y: self.size.height/4)
addChild(boss)

}

我在 touchesBegan 函数中创建了另一个节点

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(circleOfRadius: charBullet.size.width/64)
charBullet.physicsBody!.isDynamic = true
charBullet.physicsBody!.usesPreciseCollisionDetection = true
charBullet.physicsBody!.affectedByGravity = false
charBullet.physicsBody!.velocity = CGVector.init(dx: 0, dy: 450)
charBullet.physicsBody!.categoryBitMask = ColliderType.bulletCategory.rawValue
charBullet.physicsBody!.collisionBitMask = 0
charBullet.physicsBody!.contactTestBitMask = ColliderType.bossCategory.rawValue
charBullet.position = CGPoint(x: character.position.x, y: character.position.y + 100)
addChild(charBullet)
charBullets.append(charBullet)

}

然后我有一个 didBegin(_ contact: SKPhysicsContact) 但是当子弹和 boss 碰撞时它没有被调用

func didBegin(_ contact: SKPhysicsContact) {

    //not printed
    print("contact!")

    if(charBullets.count > 0) {
        var firstBody = SKPhysicsBody()
        var secondBody = SKPhysicsBody()

        if(contact.bodyA.node?.name == "bullet") {
            print("test1")
            firstBody = contact.bodyA
            secondBody = contact.bodyB
        } else {
            print("test2")
            firstBody = contact.bodyB
            secondBody = contact.bodyA
            print(secondBody)
        }

        if(firstBody.node?.name == "bullet") {
            print("bulletname")
        }

        if(firstBody.node?.name == "boss") {
            print("bossname")
        }

        if(secondBody.node?.name == "bullet") {
            print("bulletname2")
        }

        if(secondBody.node?.name == "boss") {
            print("bossname2")
        }

        if(firstBody.node?.name == "bullet" && secondBody.node?.name == "boss") {
                print("hit the boss!")
                charBullets[i].removeFromParent()
                bossHealth -= 1
                bossHealthLabel.text = "Boss Health \(bossHealth)"
            }
        }
    }
}

更新: 我通过更改他们的 physicsBodys' 来使用图像纹理大小而不是设置值并通过使用在节点创建下设置他们的名称来修复它

boss = SKSpriteNode(texture: bossTexture)
boss.name = "boss"
boss.physicsBody = SKPhysicsBody(texture: bossTexture, size: bossTexture.size())

let charBullet = SKSpriteNode(texture: charBulletTexture)
charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(texture: charBulletTexture, size: charBulletTexture.size())