如何修复 SKPhysicsContactDelegate 未被调用

How to fix SKPhysicsContactDelegate not being called

我的 sprite 应该相互接触并打印到控制台,但是,一个在另一个后面,它们实际上并没有接触。不用说,没有任何内容被打印到控制台。

我试过在函数中使用许多不同的 "types" of if 语句,但是,其中 none 有效。例如,我试过使用:

if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 2 || bodyA.categoryBitMask == 2 && bodyB.categoryBitMask == 1

以及:

如果联系。bodyA.categoryBitMask <联系。bodyB.categoryBitMask

非常感谢您的帮助! :)

import SpriteKit
import GameplayKit

class GameScene: SKScene, SKPhysicsContactDelegate {

var e = SKSpriteNode()
var square = SKSpriteNode()

var timer:Timer!

let squareCategory:UInt32 = 0x1 << 1
let eCategory:UInt32 = 0x1 << 2

override func didMove(to view: SKView) {

    self.physicsWorld.contactDelegate = self

    square = SKSpriteNode(imageNamed: "square")
    square.size = CGSize(width: 100, height: 100)
    square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
    square.position = CGPoint(x: 0, y: -590)
    square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
    square.name = "square"

    square.physicsBody?.categoryBitMask = squareCategory
    square.physicsBody?.contactTestBitMask = eCategory
    square.physicsBody?.usesPreciseCollisionDetection = true

    self.addChild(square)

    let swipeRight: UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(GameScene.swipedRight(sender:)))
    swipeRight.direction = .right
    view.addGestureRecognizer(swipeRight)

    let swipeLeft: UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector (GameScene.swipedLeft(sender:)))
    swipeLeft.direction = .left
    view.addGestureRecognizer(swipeLeft)

    timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(self.adde), userInfo: nil, repeats: true)

  }

@objc func swipedRight(sender: UISwipeGestureRecognizer) {

    //middle
    if square.position == CGPoint(x: 0, y: -590) {

        square.position = CGPoint(x: 200, y: -590)

    }

    //left
    if square.position == CGPoint(x: -200, y: -590) {

        square.position = CGPoint(x: 0, y: -590)

    }

}

@objc func swipedLeft(sender: UISwipeGestureRecognizer) {

    //middle
    if square.position == CGPoint(x: 0, y: -590) {

        square.position = CGPoint(x: -200, y: -590)

    }

    //right
    if square.position == CGPoint(x: 200, y: -590) {

        square.position = CGPoint(x: 0, y: -590)

    }

}

@objc func adde() {

    e = SKSpriteNode(imageNamed: "e")

    let ePosition = GKRandomDistribution(lowestValue: -414, highestValue: 414)
    let position = CGFloat(ePosition.nextInt())

    e.size = CGSize(width: 75, height: 75)
    e.position = CGPoint(x: position, y: 640)
    e.physicsBody = SKPhysicsBody(rectangleOf: e.size)
    e.name = "e"

    e.physicsBody?.categoryBitMask = eCategory
    e.physicsBody?.contactTestBitMask = squareCategory

    e.physicsBody?.isDynamic = true

    self.addChild(e)

    let animationDuration:TimeInterval = 6

    var actionArray = [SKAction]()

    actionArray.append(SKAction.move(to: CGPoint(x: position, y: -705), duration: animationDuration))
    actionArray.append(SKAction.removeFromParent())

    e.run(SKAction.sequence(actionArray))

}

func didBegin(_ contact: SKPhysicsContact) {

    let bodyAName = contact.bodyA.node?.name
    let bodyBName = contact.bodyB.node?.name

    if bodyAName == "square" && bodyBName == "e" || bodyAName == "e" && bodyBName == "square"{
        if bodyAName == "square" {
            contact.bodyA.node?.removeFromParent()
        } else if bodyBName == "e" {
            contact.bodyB.node?.removeFromParent()
        }


    }

}

override func update(_ currentTime: TimeInterval) {
    // Called before each frame is rendered
}
}

我应该收到消息,但是 "e" 落后于 "square",我没有收到任何消息。

您的代码有错误。

更改以下内容:

 square = SKSpriteNode(imageNamed: "square")
square.size = CGSize(width: 100, height: 100)
square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
square.position = CGPoint(x: 0, y: -590)
square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
square.name = "square"

    square = SKSpriteNode(imageNamed: "square")
    square.color = UIColor.red
    square.size = CGSize(width: 100, height: 100)
    square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
    square.position = CGPoint(x: 0, y: horizotaly)


    //square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
    square.physicsBody?.affectedByGravity = false

    square.name = "square"

您的问题已解决。