Xcode 碰撞检测swift 2.0 spritekit出现故障
我第一次为iOS制作游戏。我非常接近,但是我很早就开始了碰撞检测,然后我改变了一些东西,我失去了工作。我试着回到后面,但没有工作。到目前为止,这就是我所拥有的,但没有任何效果。我正在尝试不同版本的碰撞检测,我在网上找到,但我坚持让这一个工作。只是不明白我哪里出错了 提前谢谢你Xcode 碰撞检测swift 2.0 spritekit出现故障,xcode,swift,sprite-kit,collision,detection,Xcode,Swift,Sprite Kit,Collision,Detection,我第一次为iOS制作游戏。我非常接近,但是我很早就开始了碰撞检测,然后我改变了一些东西,我失去了工作。我试着回到后面,但没有工作。到目前为止,这就是我所拥有的,但没有任何效果。我正在尝试不同版本的碰撞检测,我在网上找到,但我坚持让这一个工作。只是不明白我哪里出错了 提前谢谢你 import SpriteKit enum ColliderType: UInt32 { case Player = 1 case Traffic = 2 } class GameScene: SKSc
import SpriteKit
enum ColliderType: UInt32 {
case Player = 1
case Traffic = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
createWalls()
self.backgroundColor = SKColor.whiteColor()
self.physicsWorld.gravity = CGVectorMake(0, 0)
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
player.physicsBody?.dynamic = true
player.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
player.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
player.zPosition = 3
player.name = "player"
player.position = CGPoint(x: self.frame.midX, y: (self.frame.midY)/3)
player.setScale(1.0)
self.addChild(player)
_ = NSTimer.scheduledTimerWithTimeInterval(2.5, target: self, selector: #selector(GameScene.makeTraffic), userInfo: nil, repeats: true)
}
func makeTraffic(){
var aNumber = Int(arc4random_uniform(2))
let Pos1 = Int(self.frame.midX/2)+30
let Pos2 = Int((self.frame.size.width)/2)
let Pos3 = Int(self.frame.size.width-300)
let array = [Pos1, Pos2, Pos3]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
let randomPOS = CGPoint(x:Int(array[randomIndex]), y:Int(self.frame.height))
if aNumber == 0 {
aNumber = aNumber + 1
}
switch aNumber {
case 1:
let car1 = SKSpriteNode(imageNamed: "Car_Green_Front")
car1.position = randomPOS
car1.zPosition = 3
car1.setScale(1.0)
car1.physicsBody = SKPhysicsBody(rectangleOfSize: car1.size)
car1.physicsBody?.dynamic = true
car1.physicsBody!.categoryBitMask = ColliderType.Player.rawValue
car1.physicsBody!.contactTestBitMask = ColliderType.Traffic.rawValue
self.addChild(car1)
case 2:
let car2 = SKSpriteNode(imageNamed: "Car_Purple_Front")
car2.position = randomPOS
car2.zPosition = 3
car2.setScale(1.0)
car2.physicsBody = SKPhysicsBody(rectangleOfSize: car2.size)
car2.physicsBody?.dynamic = true
car2.physicsBody!.categoryBitMask = ColliderType.Traffic.rawValue
car2.physicsBody!.contactTestBitMask = ColliderType.Player.rawValue
self.addChild(car2)
default:
return
}
}
func createWalls(){
let wallSize = CGSize(width: 5, height: self.frame.size.height)
let rightwall = SKShapeNode(rectOfSize: wallSize)
rightwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
rightwall.physicsBody!.dynamic = false
rightwall.position = CGPoint(x: self.frame.maxX-300, y: self.frame.size.height/2)
rightwall.fillColor = UIColor.clearColor()
self.addChild(rightwall)
let leftwall = SKShapeNode(rectOfSize: wallSize)
leftwall.physicsBody = SKPhysicsBody(rectangleOfSize: wallSize)
leftwall.physicsBody!.dynamic = false
leftwall.position = CGPoint(x: self.frame.minX+300, y: self.frame.size.height/2)
leftwall.fillColor = UIColor.clearColor()
self.addChild(leftwall)
}
func didBeginContact(contact: SKPhysicsContact) {
print("Contact")
if contact.bodyA.categoryBitMask == ColliderType.Traffic.rawValue && contact.bodyB.categoryBitMask == ColliderType.Player.rawValue {
print("Hi")
} else {
print("Hello") }
}
}虽然我会做一些小的更改,但您的代码似乎很简单 1) 我会这样写我的对撞机类型
struct ColliderType {
static let player: UInt32 = 0x1 << 0
static let traffic: UInt32 = 0x1 << 1
}
2) 建议在添加physicsBody之前为精灵指定位置。你的做法正好相反,这可能会导致意想不到的问题
3) 将碰撞方法更改为此
func didBeginContact(contact: SKPhysicsContact) {
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 == ColliderType.player) && (secondBody.categoryBitMask == ColliderType.traffic) {
// player hit traffic, do something
}
}
否则,DidBeginContact方法将永远不会触发
如果你遵循苹果的命名惯例,这也是一个好主意。因此,只有类、协议、枚举和结构应该以大写字母开头
希望这有助于编写代码的更简洁方法是:
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case ColliderType.player | ColliderType.traffic:
// player and traffic have contacted
print("Collision between player and traffic")
default :
//Some other contact has occurred
print("Some other contact")
}
}
您可以添加任意数量的
case-ColliderType.object1 | ColliderType.object2:
。正如@crashoverride777在他的回答中指出的,您没有设置physicsWorld联系人委托,因此根本没有启动didBeginContact。除此之外,您还应该遵循命名约定。它应该是variableName、methodName、ClassName、ProtocolName、StructName等。。。了解。不过这不是必须的,这是苹果公司的推荐(它可以帮助您的代码在StackOverflow上正确格式化)。非常感谢,它很有效。我知道,没有physicsWorld代码是我一直缺少的主要东西。其余的也很好用。
physicsWorld.contactDelegate = self
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case ColliderType.player | ColliderType.traffic:
// player and traffic have contacted
print("Collision between player and traffic")
default :
//Some other contact has occurred
print("Some other contact")
}
}