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Ios 没有一个spritenode就没有联系_Ios_Collision_Contact - Fatal编程技术网

Ios 没有一个spritenode就没有联系

Ios 没有一个spritenode就没有联系,ios,collision,contact,Ios,Collision,Contact,didbegincontact没有被调用为通电令牌-其他spritenodes工作正常。例如,玩家飞机接触直升机工作正常。玩家飞机接触通电令牌,但无任何反应无DIDBGENCONTACT呼叫。我已经把面具换成和直升机一样的,但还是不起作用。节点类别掩码的数量有限制吗?这件事我已经坚持了好几天了 //zpositions float playerZ = .08; float enemyZ = .08; float explosionZ = .08; float tokenz = .08; //c

didbegincontact没有被调用为通电令牌-其他spritenodes工作正常。例如,玩家飞机接触直升机工作正常。玩家飞机接触通电令牌,但无任何反应无DIDBGENCONTACT呼叫。我已经把面具换成和直升机一样的,但还是不起作用。节点类别掩码的数量有限制吗?这件事我已经坚持了好几天了

//zpositions
float playerZ = .08;
float enemyZ = .08;
float explosionZ = .08;
float tokenz = .08;

//category bit masks
#define playermask 1
#define enemymask 2
#define bulletmask 3
#define tokenmask 9

   //add plane
    SKSpriteNode *plane = [SKSpriteNode spriteNodeWithImageNamed:@"jet"];
    plane.position = CGPointMake(160, 80);
    plane.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:plane.size];
    //plane.size = CGSizeMake(15,25);
    plane.physicsBody.dynamic = NO;
    plane.physicsBody.affectedByGravity = NO;

    //collision configuration - need to fine tune later
    plane.physicsBody.categoryBitMask = playermask;


    plane.physicsBody.collisionBitMask = playermask | enemymask | tokenmask;
    plane.physicsBody.contactTestBitMask = playermask;
    plane.physicsBody.usesPreciseCollisionDetection = YES;
    [self addChild:plane];

    plane.zPosition = playerZ;

    player = plane;

    self.physicsWorld.gravity = CGVectorMake(0.0, 0.0);

    self.physicsWorld.contactDelegate = self;

    //////// TESTING TESTING TESTING ----- Delete After
    [self powerUp];
            temp.position = CGPointMake(160, 160);


    SKAction *makeHelis = [SKAction sequence:@[[SKAction waitForDuration:1.50     withRange:0.35],
                                               [SKAction performSelector:@selector(helicopterEnemies) onTarget:self]]];
    [self runAction: [SKAction repeatActionForever:makeHelis]];

    //method call for spawning power up tokens

    SKAction *makeTokens = [SKAction sequence:@[[SKAction waitForDuration:25.50 withRange:0.35],
                                               [SKAction performSelector:@selector(powerUp) onTarget:self]]];
    [self runAction: [SKAction repeatActionForever:makeTokens]];

- (SKSpriteNode*)helicopterEnemies
{
    //Helicopter setup

    SKSpriteNode *heli = [SKSpriteNode spriteNodeWithImageNamed:@"heli"];
           heli.size = CGSizeMake(18,18);

    heli.position = CGPointMake(skRand(100, 250),
                                self.size.height-50);
    heli.name = @"helicopter";
    heli.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:heli.size];

    //need to work on these numbers to coordinate with the other sprites
    heli.physicsBody.categoryBitMask = enemymask;
    heli.physicsBody.collisionBitMask = enemymask | bulletmask;
    heli.physicsBody.contactTestBitMask = bulletmask;

    heli.physicsBody.usesPreciseCollisionDetection = YES;
    heli.physicsBody.dynamic = YES;
    heli.physicsBody.affectedByGravity = NO;

    //useless except to show you could change this
    //heli.physicsBody.affectedByGravity = YES;
    [self addChild:heli];

    SKAction *moveDownThenDie = [SKAction sequence:@[
                                                     [SKAction waitForDuration:0.10 withRange:0.35],
                                                     [SKAction moveByX:0.0 y:-1600 duration:25],
                                                     [SKAction removeFromParent]]];
    heli.zPosition = enemyZ;
    [heli runAction: moveDownThenDie];

    return heli;
}

- (SKSpriteNode*)powerUp
{
    //Power token setup

    SKSpriteNode *powerToken = [SKSpriteNode spriteNodeWithImageNamed:@"powerup"];
    //powerToken.size = CGSizeMake(18,18);

    powerToken.position = CGPointMake(skRand(100, 250),
                                self.size.height-50);
    powerToken.name = @"Token";
    powerToken.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:powerToken.size];

    //need to work on these numbers to coordinate with the other sprites
    powerToken.physicsBody.categoryBitMask = tokenmask;
    powerToken.physicsBody.collisionBitMask = tokenmask | playermask;
    powerToken.physicsBody.contactTestBitMask = playermask;

    powerToken.physicsBody.usesPreciseCollisionDetection = YES;
    powerToken.physicsBody.dynamic = NO;
    powerToken.physicsBody.affectedByGravity = NO;

    [self addChild:powerToken];

    SKAction *moveDownThenDie = [SKAction sequence:@[
                                                     [SKAction waitForDuration:0.10 withRange:0.35],
                                                     [SKAction moveByX:0.0 y:-1600 duration:25],
                                                     [SKAction removeFromParent]]];
    powerToken.zPosition = tokenz;
    [powerToken runAction: moveDownThenDie];

    temp = powerToken;
    return powerToken;
}

找到了我问题的答案。。。通电令牌对象的“动态”设置为“否”。这使spritekit无法检查此对象上的碰撞检测

powerToken.physicsBody.dynamic=否