EdgeFromLoop 好像没有调用 didBegin?
EdgeFromLoop doesn't seem to call didBegin?
我正在尝试编写一个游戏,让星星从 iphone 屏幕的顶部落到底部。当它们离开屏幕时,我想删除我的星形精灵。我尝试使用 physicsContactDelegate,并使用 edgeFromLoop(self.frame) 在我的框架周围创建一条边,但从未调用 didBegin。
下面是我的gameScene.swift文件
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
private var lastUpdateTime : TimeInterval = 0
struct PhysicsCategory {
static let none: UInt32 = 0
static let all : UInt32 = UInt32.max
static let star: UInt32 = 0b1 // 1
static let edge: UInt32 = 0b10 // 2
}
private var edge: SKPhysicsBody!
override func sceneDidLoad() {
self.lastUpdateTime = 0
edge = SKPhysicsBody(edgeLoopFrom: self.frame)
edge.categoryBitMask = PhysicsCategory.edge
edge.contactTestBitMask = PhysicsCategory.star
edge.collisionBitMask = PhysicsCategory.star
}
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(addStar),
SKAction.wait(forDuration: 1.0)
])
))
}
func didBegin(_ contact: SKPhysicsContact) {
print("didBegin called")
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if((firstBody.categoryBitMask & PhysicsCategory.star != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.edge != 0)){
print("call destroyStar")
if let star = firstBody.node as? SKSpriteNode {
destroyStar(star: star)
}
}
}
func addStar(){
let star = SKSpriteNode(imageNamed: "star")
let scale = CGFloat.random(in: 0.1 ... 0.5)
star.xScale = scale
star.yScale = scale
star.zPosition = 1.0
star.physicsBody = SKPhysicsBody(rectangleOf: star.size)
star.physicsBody?.linearDamping = 1.0
star.physicsBody?.friction = 1.0
star.physicsBody?.isDynamic = true // 2
star.physicsBody?.categoryBitMask = PhysicsCategory.star // 3
star.physicsBody?.contactTestBitMask = PhysicsCategory.edge // 4
star.physicsBody?.collisionBitMask = PhysicsCategory.edge
let actualX = CGFloat.random(in: (-1*size.width/2)+50 ... (size.width/2)-50)
star.position = CGPoint(x: actualX, y: self.size.height)
addChild(star)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
// Initialize _lastUpdateTime if it has not already been
if (self.lastUpdateTime == 0) {
self.lastUpdateTime = currentTime
}
// Calculate time since last update
let dt = currentTime - self.lastUpdateTime
// Update entities
for entity in self.entities {
entity.update(deltaTime: dt)
}
self.lastUpdateTime = currentTime
}
func destroyStar(star: SKSpriteNode){
print("star destroyed")
star.removeFromParent()
}
}
这是我的 GameViewController
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Load 'GameScene.sks' as a GKScene. This provides gameplay related content
// including entities and graphs.
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
// Copy gameplay related content over to the scene
sceneNode.entities = scene.entities
sceneNode.graphs = scene.graphs
// Set the scale mode to scale to fit the window
sceneNode.scaleMode = .aspectFit
// Present the scene
if let view = self.view as! SKView? {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override var prefersStatusBarHidden: Bool {
return true
}
}
我是 swift 初学者,我知道我的问题可能非常基础,但我非常感谢任何帮助!谢谢!
你需要制作edge和SKNode(),然后将physicsBody赋值给edge。
试试这个。
let edge = SKNode()
override func didMove(to View: SKView) {
edge.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
edge.physicsBody.categoryBitMask = PhysicsCategory.edge
edge.physicsBody.contactTestBitMask = PhysicsCategory.star
edge.physicsBody.collisionBitMask = PhysicsCategory.star
self.addChild(edge)
}
我正在尝试编写一个游戏,让星星从 iphone 屏幕的顶部落到底部。当它们离开屏幕时,我想删除我的星形精灵。我尝试使用 physicsContactDelegate,并使用 edgeFromLoop(self.frame) 在我的框架周围创建一条边,但从未调用 didBegin。
下面是我的gameScene.swift文件
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
private var lastUpdateTime : TimeInterval = 0
struct PhysicsCategory {
static let none: UInt32 = 0
static let all : UInt32 = UInt32.max
static let star: UInt32 = 0b1 // 1
static let edge: UInt32 = 0b10 // 2
}
private var edge: SKPhysicsBody!
override func sceneDidLoad() {
self.lastUpdateTime = 0
edge = SKPhysicsBody(edgeLoopFrom: self.frame)
edge.categoryBitMask = PhysicsCategory.edge
edge.contactTestBitMask = PhysicsCategory.star
edge.collisionBitMask = PhysicsCategory.star
}
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(addStar),
SKAction.wait(forDuration: 1.0)
])
))
}
func didBegin(_ contact: SKPhysicsContact) {
print("didBegin called")
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if((firstBody.categoryBitMask & PhysicsCategory.star != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.edge != 0)){
print("call destroyStar")
if let star = firstBody.node as? SKSpriteNode {
destroyStar(star: star)
}
}
}
func addStar(){
let star = SKSpriteNode(imageNamed: "star")
let scale = CGFloat.random(in: 0.1 ... 0.5)
star.xScale = scale
star.yScale = scale
star.zPosition = 1.0
star.physicsBody = SKPhysicsBody(rectangleOf: star.size)
star.physicsBody?.linearDamping = 1.0
star.physicsBody?.friction = 1.0
star.physicsBody?.isDynamic = true // 2
star.physicsBody?.categoryBitMask = PhysicsCategory.star // 3
star.physicsBody?.contactTestBitMask = PhysicsCategory.edge // 4
star.physicsBody?.collisionBitMask = PhysicsCategory.edge
let actualX = CGFloat.random(in: (-1*size.width/2)+50 ... (size.width/2)-50)
star.position = CGPoint(x: actualX, y: self.size.height)
addChild(star)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
// Initialize _lastUpdateTime if it has not already been
if (self.lastUpdateTime == 0) {
self.lastUpdateTime = currentTime
}
// Calculate time since last update
let dt = currentTime - self.lastUpdateTime
// Update entities
for entity in self.entities {
entity.update(deltaTime: dt)
}
self.lastUpdateTime = currentTime
}
func destroyStar(star: SKSpriteNode){
print("star destroyed")
star.removeFromParent()
}
}
这是我的 GameViewController
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Load 'GameScene.sks' as a GKScene. This provides gameplay related content
// including entities and graphs.
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
// Copy gameplay related content over to the scene
sceneNode.entities = scene.entities
sceneNode.graphs = scene.graphs
// Set the scale mode to scale to fit the window
sceneNode.scaleMode = .aspectFit
// Present the scene
if let view = self.view as! SKView? {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override var prefersStatusBarHidden: Bool {
return true
}
}
我是 swift 初学者,我知道我的问题可能非常基础,但我非常感谢任何帮助!谢谢!
你需要制作edge和SKNode(),然后将physicsBody赋值给edge。
试试这个。
let edge = SKNode()
override func didMove(to View: SKView) {
edge.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
edge.physicsBody.categoryBitMask = PhysicsCategory.edge
edge.physicsBody.contactTestBitMask = PhysicsCategory.star
edge.physicsBody.collisionBitMask = PhysicsCategory.star
self.addChild(edge)
}