无法将 PhysicsBody 和 属性 分配给 SKSpriteNode?
Cannot assign PhysicsBody and property to an SKSpriteNode?
我正在构建一个函数,其中随机变量将选择数组中 4 个 SKSprite 节点中的 1 个并将其自身分配给它。然而,该随机线虽然在屏幕上按预期显示,但不包含任何物理体 属性 因此它不会与其他节点发生碰撞。下面是我的代码:
func line() {
redLine = SKSpriteNode(imageNamed: "redline")
blueLine = SKSpriteNode(imageNamed: "blueline")
yellowLine = SKSpriteNode(imageNamed: "yellowline")
greenLine = SKSpriteNode(imageNamed: "greenline")
let lineArray = [redLine,blueLine,yellowLine,greenLine]
// Add physics
lineArray[0].physicsBody?.categoryBitMask = gamePhysics.RedLine
lineArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueLine
lineArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowLine
lineArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenLine
for i in 0...3 {
lineArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 10)
lineArray[i].physicsBody?.collisionBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.affectedByGravity = false
lineArray[i].physicsBody?.isDynamic = true
}
let randomLine:SKSpriteNode! = lineArray.randomElement()
...
self.addChild(randomLine)
...
randomLine.run(SKAction.sequence([moveLine,delay,removeLine]))
}
所以基本上当随机线与其他节点碰撞时,什么也不会发生。
这是我的 didBegin(联系人)函数:
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == gamePhysics.RedBall && secondBody.categoryBitMask == gamePhysics.RedLine || firstBody.categoryBitMask == gamePhysics.BlueBall && secondBody.categoryBitMask == gamePhysics.BlueLine || firstBody.categoryBitMask == gamePhysics.YellowBall && secondBody.categoryBitMask == gamePhysics.YellowLine || firstBody.categoryBitMask == gamePhysics.GreenBall && secondBody.categoryBitMask == gamePhysics.GreenLine {
currentScore += 1
secondBody.node?.removeFromParent()
print("hit point")
} else if firstBody.categoryBitMask == gamePhysics.RedLine && secondBody.categoryBitMask == gamePhysics.RedBall || firstBody.categoryBitMask == gamePhysics.BlueLine && secondBody.categoryBitMask == gamePhysics.BlueBall || firstBody.categoryBitMask == gamePhysics.YellowLine && secondBody.categoryBitMask == gamePhysics.YellowBall || firstBody.categoryBitMask == gamePhysics.GreenLine && secondBody.categoryBitMask == gamePhysics.GreenBall {
currentScore += 1
firstBody.node?.removeFromParent()
print("hit point")
}
}
如有任何帮助,我们将不胜感激!
编辑:这是球 func()。也许 SKNode 以某种方式包含多个类别位掩码,因此无法正常工作?
func Ball() {
ballNode = SKNode()
redBall = SKSpriteNode(imageNamed: "redball")
blueBall = SKSpriteNode(imageNamed: "blueball")
yellowBall = SKSpriteNode(imageNamed: "yellowball")
greenBall = SKSpriteNode(imageNamed: "greenball")
let ballArray = [redBall,blueBall,yellowBall,greenBall]
...
// Add physics
ballArray[0].physicsBody?.categoryBitMask = gamePhysics.RedBall
ballArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueBall
ballArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowBall
ballArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenBall
for i in 0...3 {
ballArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 20)
ballArray[i].physicsBody?.collisionBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.affectedByGravity = false
ballArray[i].physicsBody?.isDynamic = false
}
ballNode.addChild(redBall)
ballNode.addChild(greenBall)
ballNode.addChild(yellowBall)
ballNode.addChild(blueBall)
self.addChild(ballNode)
}
更新 2:
这是我存储类别位掩码的结构:
struct gamePhysics {
static let RedBall : UInt32 = 0x1 << 1
static let BlueBall : UInt32 = 0x1 << 2
static let GreenBall : UInt32 = 0x1 << 3
static let YellowBall : UInt32 = 0x1 << 4
static let RedLine : UInt32 = 0x1 << 5
static let BlueLine : UInt32 = 0x1 << 6
static let GreenLine : UInt32 = 0x1 << 7
static let YellowLine : UInt32 = 0x1 << 8
}
您还记得在场景中设置接触委托吗?将这行代码放在 didMove(to:)
:
中
self.physicsWorld.contactDelegate = self
如果这不能解决问题,我会在 &&
和 ||
语句之间使用括号使 didBegin
中的 if 条件更加明确。
查看其余代码,我看不出还有什么问题,您所做的应该有效。你放在 if 语句中的 print("hit point")
是否达到了?
天哪,我找到了问题的答案。 categorybitmask 的值为 return "nil" 的原因是因为我实际上在指定其 physicsbody 之前将节点分配给 categorybitmask。把线往下移几行,一切都解决了!
我正在构建一个函数,其中随机变量将选择数组中 4 个 SKSprite 节点中的 1 个并将其自身分配给它。然而,该随机线虽然在屏幕上按预期显示,但不包含任何物理体 属性 因此它不会与其他节点发生碰撞。下面是我的代码:
func line() {
redLine = SKSpriteNode(imageNamed: "redline")
blueLine = SKSpriteNode(imageNamed: "blueline")
yellowLine = SKSpriteNode(imageNamed: "yellowline")
greenLine = SKSpriteNode(imageNamed: "greenline")
let lineArray = [redLine,blueLine,yellowLine,greenLine]
// Add physics
lineArray[0].physicsBody?.categoryBitMask = gamePhysics.RedLine
lineArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueLine
lineArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowLine
lineArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenLine
for i in 0...3 {
lineArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 10)
lineArray[i].physicsBody?.collisionBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.affectedByGravity = false
lineArray[i].physicsBody?.isDynamic = true
}
let randomLine:SKSpriteNode! = lineArray.randomElement()
...
self.addChild(randomLine)
...
randomLine.run(SKAction.sequence([moveLine,delay,removeLine]))
}
所以基本上当随机线与其他节点碰撞时,什么也不会发生。
这是我的 didBegin(联系人)函数:
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == gamePhysics.RedBall && secondBody.categoryBitMask == gamePhysics.RedLine || firstBody.categoryBitMask == gamePhysics.BlueBall && secondBody.categoryBitMask == gamePhysics.BlueLine || firstBody.categoryBitMask == gamePhysics.YellowBall && secondBody.categoryBitMask == gamePhysics.YellowLine || firstBody.categoryBitMask == gamePhysics.GreenBall && secondBody.categoryBitMask == gamePhysics.GreenLine {
currentScore += 1
secondBody.node?.removeFromParent()
print("hit point")
} else if firstBody.categoryBitMask == gamePhysics.RedLine && secondBody.categoryBitMask == gamePhysics.RedBall || firstBody.categoryBitMask == gamePhysics.BlueLine && secondBody.categoryBitMask == gamePhysics.BlueBall || firstBody.categoryBitMask == gamePhysics.YellowLine && secondBody.categoryBitMask == gamePhysics.YellowBall || firstBody.categoryBitMask == gamePhysics.GreenLine && secondBody.categoryBitMask == gamePhysics.GreenBall {
currentScore += 1
firstBody.node?.removeFromParent()
print("hit point")
}
}
如有任何帮助,我们将不胜感激! 编辑:这是球 func()。也许 SKNode 以某种方式包含多个类别位掩码,因此无法正常工作?
func Ball() {
ballNode = SKNode()
redBall = SKSpriteNode(imageNamed: "redball")
blueBall = SKSpriteNode(imageNamed: "blueball")
yellowBall = SKSpriteNode(imageNamed: "yellowball")
greenBall = SKSpriteNode(imageNamed: "greenball")
let ballArray = [redBall,blueBall,yellowBall,greenBall]
...
// Add physics
ballArray[0].physicsBody?.categoryBitMask = gamePhysics.RedBall
ballArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueBall
ballArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowBall
ballArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenBall
for i in 0...3 {
ballArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 20)
ballArray[i].physicsBody?.collisionBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.affectedByGravity = false
ballArray[i].physicsBody?.isDynamic = false
}
ballNode.addChild(redBall)
ballNode.addChild(greenBall)
ballNode.addChild(yellowBall)
ballNode.addChild(blueBall)
self.addChild(ballNode)
}
更新 2: 这是我存储类别位掩码的结构:
struct gamePhysics {
static let RedBall : UInt32 = 0x1 << 1
static let BlueBall : UInt32 = 0x1 << 2
static let GreenBall : UInt32 = 0x1 << 3
static let YellowBall : UInt32 = 0x1 << 4
static let RedLine : UInt32 = 0x1 << 5
static let BlueLine : UInt32 = 0x1 << 6
static let GreenLine : UInt32 = 0x1 << 7
static let YellowLine : UInt32 = 0x1 << 8
}
您还记得在场景中设置接触委托吗?将这行代码放在 didMove(to:)
:
self.physicsWorld.contactDelegate = self
如果这不能解决问题,我会在 &&
和 ||
语句之间使用括号使 didBegin
中的 if 条件更加明确。
查看其余代码,我看不出还有什么问题,您所做的应该有效。你放在 if 语句中的 print("hit point")
是否达到了?
天哪,我找到了问题的答案。 categorybitmask 的值为 return "nil" 的原因是因为我实际上在指定其 physicsbody 之前将节点分配给 categorybitmask。把线往下移几行,一切都解决了!