ios - 如何正确检测接触和碰撞? Swift iOS SKScene

标签 ios swift sprite-kit ios7.1 skscene

问题是我无法检测到碰撞//或以我在互联网上找到的任何方式进行接触

这是我的代码:

我的面具声明:

private let ballCategory : UInt32 = 0x1 << 0
private let holeCategory : UInt32 = 0x1 << 1

添加洞和球:

func addHole(#size : CGSize) {

    let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
    let hole = shapedHoles()
    let UT = UTIL()
    var position:CGFloat


    let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)

    switch randomPosition{
    case 1:
        position = CGRectGetMidX(self.frame)
    case 2:
        position = CGRectGetMidX(self.frame)+size.width

    default:
        position = CGRectGetMidX(self.frame)-(size.width)

    }



    var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size )//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)

    createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
    createdHole.physicsBody?.categoryBitMask = holeCategory
    createdHole.physicsBody?.collisionBitMask = 0
    createdHole.physicsBody?.contactTestBitMask = ballCategory
    createdHole.physicsBody?.affectedByGravity = false
    createdHole.physicsBody?.dynamic = false


    lastHolePosition = randomPosition

    createdHole .runAction(actionMoveDown)

    self.addChild(createdHole)



}

func addSphere(){
    let mainCharacterController = circle()
    let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))


    character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
    character.physicsBody?.categoryBitMask = ballCategory
    character.physicsBody?.collisionBitMask = 0
    character.physicsBody?.contactTestBitMask = holeCategory
    character.physicsBody?.affectedByGravity = false
    character.physicsBody?.dynamic = false


    self.addChild(character)


}    func addHole(#size : CGSize) {

    let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
    let hole = shapedHoles()
    let UT = UTIL()
    var position:CGFloat


    let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)

    switch randomPosition{
    case 1:
        position = CGRectGetMidX(self.frame)
    case 2:
        position = CGRectGetMidX(self.frame)+size.width

    default:
        position = CGRectGetMidX(self.frame)-(size.width)

    }



    var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size )//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)

    createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
    createdHole.physicsBody?.categoryBitMask = holeCategory
    createdHole.physicsBody?.collisionBitMask = 0
    createdHole.physicsBody?.contactTestBitMask = ballCategory
    createdHole.physicsBody?.affectedByGravity = false
    createdHole.physicsBody?.dynamic = false


    lastHolePosition = randomPosition

    createdHole .runAction(actionMoveDown)

    self.addChild(createdHole)



}

func addSphere(){
    let mainCharacterController = circle()
    let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))


    character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
    character.physicsBody?.categoryBitMask = ballCategory
    character.physicsBody?.collisionBitMask = 0
    character.physicsBody?.contactTestBitMask = holeCategory
    character.physicsBody?.affectedByGravity = false
    character.physicsBody?.dynamic = false


    self.addChild(character)


}

最后但并非最不重要的是 didBeginContactMethod

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 & holeCategory) != 0 &&
        (secondBody.categoryBitMask & ballCategory) != 0 {
        println("HO")
    }
}

谢谢您,希望您知道发生了什么,如果您需要任何额外的代码,只需评论即可

最佳答案

您必须确保您使用的 SKScene 子类也实现 SKPhysicsContactDelegate 协议(protocol)。例如,它看起来像这样。

class MyScene : SKScene, SKPhysicsContactDelegate

然后你必须将你的物理世界接触委托(delegate)设置为你自己。

override init() {
    self.physicsWorld.contactDelegate = self;
}

告诉我这是如何解决的,但它应该可以解决问题并成功地让您监听碰撞。

关于ios - 如何正确检测接触和碰撞? Swift iOS SKScene,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26499969/

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