我正在尝试在我的游戏中测试子弹和特定类型的砖 block 之间的碰撞,这是一款打砖 block 类型的游戏。当子弹击中砖 block 时,砖 block 就会被移除。我可以测试任何砖 block 和子弹之间的碰撞,并将它们移走。但我无法让特定类型的砖 block 之间发生碰撞,然后移除该砖 block 。
这是我的 Brick.h 类
#import <SpriteKit/SpriteKit.h>
typedef enum : NSUInteger {
// Normal Bricks
Blue = 1,
LightBlue = 2,
DarkBlue = 3,
Green = 4,
LightGreen = 5,
DarkGreen = 6,
Grey = 7,
DarkGrey = 8,
Pink = 9,
LightPink = 10,
Purple = 11,
LightPurple = 12,
DarkPurple = 13,
Red = 14,
DarkRed = 15,
Orange = 16,
Gold = 17,
Yellow = 18,
Teal = 19,
Brown = 20,
} BrickType;
static const uint32_t BRICK_CATEGORY = 0x1 << 2;
@interface XSBrick : SKSpriteNode
@property (nonatomic) BrickType type;
@property (nonatomic) BOOL indestructible;
@property (nonatomic) BOOL spawnsExtraBall;
@property (nonatomic) BOOL givesExtraLife;
@property (nonatomic) BOOL enlargePaddle;
@property (nonatomic) BOOL spawnsTwoOrThreeExtraBalls;
@property (nonatomic) BOOL makesBallSlow;
@property (nonatomic) BOOL makesBallFast;
@property (nonatomic) BOOL bullets;
-(instancetype)initWithType:(BrickType)type;
-(void)hit;
@end
Brick.m 类
#import "XSBrick.h"
@implementation XSBrick
{
SKAction *_brickSmashSound;
}
#pragma mark - Load Bricks
-(instancetype)initWithType:(BrickType)type
{
switch (type) {
// Normal Bricks
case Blue:
self = [super initWithImageNamed:@"BrickBlue"];
break;
case LightBlue:
self = [super initWithImageNamed:@"BrickLightBlue"];
break;
case DarkBlue:
self = [super initWithImageNamed:@"BrickDarkBlue"];
break;
case Green:
self = [super initWithImageNamed:@"BrickGreen"];
break;
case DarkGreen:
self = [super initWithImageNamed:@"BrickDarkGreen"];
break;
case LightGreen:
self = [super initWithImageNamed:@"BrickLightGreen"];
break;
case Grey:
self = [super initWithImageNamed:@"BrickGrey"];
break;
case DarkGrey:
self = [super initWithImageNamed:@"BrickDarkGrey"];
break;
case Pink:
self = [super initWithImageNamed:@"BrickPink"];
break;
case LightPink:
self = [super initWithImageNamed:@"BrickLightPink"];
break;
case Purple:
self = [super initWithImageNamed:@"BrickPurple"];
break;
case LightPurple:
self = [super initWithImageNamed:@"BrickLightPurple"];
break;
case DarkPurple:
self = [super initWithImageNamed:@"BrickDarkPurple"];
break;
case Red:
self = [super initWithImageNamed:@"BrickRed"];
break;
case DarkRed:
self = [super initWithImageNamed:@"BrickDarkRed"];
break;
case Orange:
self = [super initWithImageNamed:@"BrickOrange"];
break;
case Gold:
self = [super initWithImageNamed:@"BrickGold"];
break;
case Yellow:
self = [super initWithImageNamed:@"BrickYellow"];
break;
case Teal:
self = [super initWithImageNamed:@"BrickTeal"];
break;
case Brown:
self = [super initWithImageNamed:@"BrickBrown"];
break;
default:
self = nil;
break;
}
return self;
}
在 MyScene.m 中,didBeginContact。这有效,但会移除子弹击中的任何类型的砖 block
// Collision between bullets and bricks
if (firstBody.categoryBitMask == BRICK_CATEGORY && secondBody.categoryBitMask == BULLET_CATEGORY) {
[firstBody.node removeFromParent];
[secondBody.node removeFromParent];
}
我已经尝试过这个,但 Xcode 给了我一个关于 SKNode 和 NSUInteger 之间比较的警告,所以它不起作用。
// Collision between bullets and bricks
if (firstBody.categoryBitMask == BRICK_CATEGORY && secondBody.categoryBitMask == BULLET_CATEGORY) {
if (firstBody.node == LightBlue) {
[firstBody.node removeFromParent];
}
[secondBody.node removeFromParent];
}
我还尝试创建 Brick 的实例,然后对其进行测试,但这也不起作用。
// Collision between bullets and bricks
if (firstBody.categoryBitMask == BRICK_CATEGORY && secondBody.categoryBitMask == BULLET_CATEGORY) {
XSBrick *LightBlueBrick = [[XSBrick alloc]initWithType:LightBlue];
if (firstBody.node == LightBlueBrick) {
[firstBody.node removeFromParent];
}
[secondBody.node removeFromParent];
}
我已经从事这个工作有一段时间了,现在正试图让它发挥作用。另外,我对 iOS 开发还很陌生,因此我们将不胜感激。
编辑:
我试过你的答案,rickster,但它抛出了一个错误,“2014-07-02 09:13:52.527 Brick Breaker[44129:60b] -[SKSpriteNode type]: unrecognized selector sent to instance 0x12145a2a0”。但我确实使用您提供的一些代码让它工作。
// Collision between bullets and bricks
if (firstBody.categoryBitMask == BRICK_CATEGORY && secondBody.categoryBitMask == BULLET_CATEGORY) {
XSBrick *brick = nil;
SKNode *bullets = nil;
if ([firstBody.node isKindOfClass:[XSBrick class]]) {
brick = firstBody.node;
bullets = secondBody.node;
if (brick.type == LightBlue) {
[firstBody.node removeFromParent];
}
else if (brick.type == Blue) {
[firstBody.node removeFromParent];
}
}
[secondBody.node removeFromParent];
}
现在可以了。它会检测到击中的砖 block 类型,然后移除该砖 block 。如果它不在我的 if 语句中,它就不会被删除,这正是我想要的方式。非常感谢您的帮助!!
最佳答案
if (firstBody.node == LightBlue)
不起作用,因为您正在将节点(对象指针)与枚举值(整数)进行比较。您需要比较相同类型的值才能使相等比较具有任何有用的意义。
if (firstBody.node == LightBlueBrick)
不起作用,因为您正在针对您在那里创建的 XSBrick
实例进行测试。你已经在 didBeginContact
中,所以有一个节点已经存在并参与了冲突——如果你创建一个新节点,则保证该节点不是已经存在的节点。您只需要检查碰撞中每个节点的属性,找出它是哪个节点或哪种节点。
您已经有一个 if
语句来测试 firstBody.categoryBitMask
是否与您使用的砖 block 值匹配。如果您确定该值仅 用于砖 block ,您可以安全地假设firstBody.node
指向XSBrick
的一个实例。 (不过,安全的做法是使用 isKindOfClass
来确定。)
要让编译器调用XSBrick
方法,您需要将firstBody.node
转换为该类类型。然后您可以检查您在 XSBrick
上定义的 type
属性。
最后,SpriteKit 不保证接触处理程序中物体的顺序,因此砖头和子弹发生碰撞的第一个物体不一定总是砖头。
这些是解决此问题所需的要素。将它们放在一起,这是您的联系人处理程序的示例实现:
- (void)didBeginContact:(SKPhysicsContact *)contact {
// If we expect more than one kind of collision, check that first
if (contact.bodyA.categoryBitMask | contact.bodyA.categoryBitMask == BRICK_CATEGORY | BULLET_CATEGORY)
// We know it's a brick/bullet collision, sort out which body is which
XSBrick *brick = nil;
SKNode *bullet = nil;
if ([contact.bodyA.node isKindOfClass:[XSBrick class]]) {
brick = contact.bodyA.node;
bullet = contact.bodyB.node;
} else {
brick = contact.bodyB.node;
bullet = contact.bodyA.node;
}
// Now, check the type of brick
if (brick.type == LightBlue) {
// Do whatever with light blue bricks
} else {
// Do whatever with other kinds of bricks
}
}
}
关于ios - 在 SpriteKit 中检查节点和实例类型之间的碰撞,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24522469/