以下是我的“Floor.swift”类,它基本上是一堵墙。我有物体从屏幕顶部过来,一旦 Floor 和 SKSpriteNodes 碰撞,我希望移除 SKSpriteNode。以下是我的 Floor 类。
如您所见,在我的Floor类中,我将对象设置为“self.physicsBody = SKPhysicsBody(bodies :)”,并与所有的SKSpriteNode一起使用。但由于某种原因,我没有得到任何检测结果。我使我的“Floor”类成为了每个对象类别、点类别和生命类别的“contactTestBitMask”。这是我一直卡住的问题,有什么想法吗?
更新:
所以现在我正在使用下面的代码,它可以工作!唯一的问题是,默认情况下会删除我的“balloonCategory”,我不想让它这样做。如何让它忽略只有那个类别,但也像一个墙壁一样对气球起作用?
import Foundation
import SpriteKit
class Floor: SKNode {
override init() {
super.init()
let leftWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 5, height: 50))
leftWall.position = CGPoint(x: 0, y: 50)
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
leftWall.physicsBody!.isDynamic = false
self.addChild(leftWall)
let rightWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 5, height: 50))
rightWall.position = CGPoint(x: 375, y: 50)
rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
rightWall.physicsBody!.isDynamic = false
self.addChild(rightWall)
let bottomWall = SKSpriteNode(color: UIColor.clear, size: CGSize(width: 500, height: 10))
bottomWall.position = CGPoint(x: 150, y: -5)
bottomWall.physicsBody = SKPhysicsBody(rectangleOf: bottomWall.size)
bottomWall.physicsBody!.isDynamic = false
self.addChild(bottomWall)
self.physicsBody = SKPhysicsBody(bodies: [leftWall.physicsBody!, rightWall.physicsBody!, bottomWall.physicsBody!])
self.physicsBody?.categoryBitMask = floorCategory
self.physicsBody?.contactTestBitMask = nailDropCategory | pointCategory | lifeCategory
self.physicsBody?.collisionBitMask = balloonCategory
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemted")
}
}
"func didBegin(_ contact: SKPhysicsContact)"中的GameScene类:
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == nailDropCategory | pointCategory | lifeCategory) && (contact.bodyB.categoryBitMask == floorCategory) {
// contact.bodyB.node!.removeFromParent()
print("COLLISION")
}
}
如您所见,在我的Floor类中,我将对象设置为“self.physicsBody = SKPhysicsBody(bodies :)”,并与所有的SKSpriteNode一起使用。但由于某种原因,我没有得到任何检测结果。我使我的“Floor”类成为了每个对象类别、点类别和生命类别的“contactTestBitMask”。这是我一直卡住的问题,有什么想法吗?
更新:
所以现在我正在使用下面的代码,它可以工作!唯一的问题是,默认情况下会删除我的“balloonCategory”,我不想让它这样做。如何让它忽略只有那个类别,但也像一个墙壁一样对气球起作用?
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case balloonCategory | nailDropCategory:
print("nailDrop and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
self.run(SKAction.playSoundFileNamed("lostlifesound.mp3", waitForCompletion:false))
lifeLost -= 1
case balloonCategory | pointCategory:
print("point and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
totalPoints += 2
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
case balloonCategory | lifeCategory:
print("life and balloon have contacted.")
contact.bodyB.node!.removeFromParent()
lifeLost += 1
self.run(SKAction.playSoundFileNamed("pointsound.mp3", waitForCompletion:false))
default:
contact.bodyB.node!.removeFromParent()
print("Removed \(String(describing: contact.bodyB.node!.name))")
}
}
didBegin(contact:)
中你不必做任何事情。 - Steve Ives