Swift 让精灵附在身体上
我正在制作一个精灵的动画,当它接触到另一个精灵时,会调用一个物理接触函数。然后,在这个函数中,我试图让精灵与另一个接触。它的主体是bodyA,但它是SKPhysicsBody,不能转换为SkSpritEndode。你有什么想法吗? 当接触时,函数被正确调用,我只是尝试获取身体接触的精灵。最后一个想法是让动作与我正在寻找的精灵相连,但我想当你拥有精灵时,这很容易Swift 让精灵附在身体上,swift,sprite-kit,skspritenode,skphysicsbody,Swift,Sprite Kit,Skspritenode,Skphysicsbody,我正在制作一个精灵的动画,当它接触到另一个精灵时,会调用一个物理接触函数。然后,在这个函数中,我试图让精灵与另一个接触。它的主体是bodyA,但它是SKPhysicsBody,不能转换为SkSpritEndode。你有什么想法吗? 当接触时,函数被正确调用,我只是尝试获取身体接触的精灵。最后一个想法是让动作与我正在寻找的精灵相连,但我想当你拥有精灵时,这很容易 let shootCategory: UInt32 = 0x1 << 0 let enemyCategory
let shootCategory: UInt32 = 0x1 << 0
let enemyCategory: UInt32 = 0x1 << 1
// Declaration of the SKPhysicsBody of the sprite wich will touch the other one
sprite.physicsBody = SKPhysicsBody(circleOfRadius: (20))
sprite.physicsBody?.usesPreciseCollisionDetection = true
sprite.physicsBody?.categoryBitMask = shootCategory
sprite.physicsBody?.collisionBitMask = shootCategory | enemyCategory
sprite.physicsBody?.contactTestBitMask = shootCategory | enemyCategory
sprite.physicsBody?.affectedByGravity = false
// Declaration of the SKPhysicsBody of the sprite wich will be touched
sprite.run(SKAction.group([moveAction, fadeInAction]))
sprite.physicsBody = SKPhysicsBody(circleOfRadius: (20))
sprite.physicsBody?.usesPreciseCollisionDetection = true
sprite.physicsBody?.categoryBitMask = enemyCategory
sprite.physicsBody?.collisionBitMask = shootCategory | enemyCategory
sprite.physicsBody?.contactTestBitMask = shootCategory | enemyCategory
sprite.physicsBody?.affectedByGravity = false
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == enemyCategory) && (contact.bodyB.categoryBitMask == shootCategory){
// I tried this to get the sprite wich the bodyB is attached to but it doesn't even build
let sprite: SKSpriteNode = sprite.contact.bodyB
contact.bodyA.removeAction(forKey: "moveToAction")
}
}
let shootCategory:UInt32=0x1我最终发现解决方案非常简单:
let Node = contact.bodyB.node as! SKSpriteNode
苹果文档的存在是有原因的,我建议使用它们