我有一个奇怪的Spritekit
我搬家的问题SKSpriteNode
正在经过固定SKSpriteNode
取决于固定的位置SKSpriteNode
.
更新:代码可以在模拟器中运行,但不能在真实设备上运行。
示例:
放置我的垃圾箱 SKSpriteNode
在位置 x: -500,y: 100 工作正常,我的移动 SKSpriteNode
正如预期的那样发生碰撞。
放置我的垃圾箱 SKSpriteNode
在位置 x:-600,y:100 不起作用,我的移动 SKSpriteNode
不会与垃圾箱碰撞。
使用view.showsPhysics = true
表明这两种情况都存在物理体。
x 值介于 -500 和 -508 之间,可按预期工作。我尝试过的所有其他值都不起作用。
与我的其他固定碰撞 SKSpriteNodes
按预期工作。
enum CollisionTypes: UInt32 {
case Plane = 1
case FloorAndRoof = 2
case OtherObject = 4
case FinishPoint = 8
}
创建关卡的代码
func createLevel(level: Int) {
switch level {
case 1:
createFloor()
createRoof()
createTable(position: CGPoint(x: 750, y: 150))
createCeilingFan(position: CGPoint(x: 750, y: 560))
createCeilingFan(position: CGPoint(x: 2000, y: 560))
createWaterDispenser(position: CGPoint(x: 1500, y: 212))
createBin(position: CGPoint(x: -500, y: 100)) // THIS IS THE PROBLEM LOCATION
createFinishPoint(position: CGPoint(x: -500, y: 100))
break
case 2:
createFloor()
createRoof()
createTable(position: CGPoint(x: 250, y: 150))
createCeilingFan(position: CGPoint(x: 750, y: 560))
createCeilingFan(position: CGPoint(x: 2000, y: 560))
createWaterDispenser(position: CGPoint(x: 1500, y: 212))
createBin(position: CGPoint(x: -600, y: 100))
createFinishPoint(position: CGPoint(x: -300, y: 200))
break
default:
break
}
}
搬家SKSpriteNode
func createPlane() {
plane = SKSpriteNode(imageNamed: "plane1")
plane.name = "plane1"
//plane.position = CGPoint(x: -UIScreen.main.bounds.width + plane.size.width , y: 0)
plane.position = CGPoint(x: 0, y: 300)
plane.zPosition = 1
//plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.texture!.size())
plane.physicsBody = SKPhysicsBody(texture: planeTexture, size: planeTexture.size())
plane.physicsBody?.allowsRotation = true
plane.physicsBody?.categoryBitMask = CollisionTypes.Plane.rawValue
plane.physicsBody?.collisionBitMask = CollisionTypes.FloorAndRoof.rawValue | CollisionTypes.OtherObject.rawValue // dont collide with finish point
plane.physicsBody?.contactTestBitMask = CollisionTypes.FloorAndRoof.rawValue | CollisionTypes.OtherObject.rawValue | CollisionTypes.FinishPoint.rawValue
plane.physicsBody?.usesPreciseCollisionDetection = true
plane.physicsBody?.isDynamic = true
plane.physicsBody?.friction = 1
plane.physicsBody?.restitution = 0
plane.physicsBody?.mass = 0.1 // customise for different planes
plane.physicsBody?.angularDamping = 1
plane.physicsBody?.linearDamping = 0.2 // customise for different planes
liftFactor = 0.1 // customise for different planes
addChild(plane)
flightMode = 4 // dead, should drop to floor and change to mode 0 when at rest
//print(flightMode)
}
斌 SKSpriteNode
移动的飞机应该碰撞。
func createBin(position: CGPoint) {
binFront = SKSpriteNode(imageNamed: "binFront")
binFront.name = "binFront"
binFront.setScale(0.15)
binFront.position = position
binFront.zPosition = 2 // in front of plane
addChild(binFront)
binBack = SKSpriteNode(imageNamed: "binBack")
binBack.name = "binBack"
binBack.setScale(0.15)
binBack.position = position
binBack.zPosition = 0 // behind plane
addChild(binBack)
binPhysicsBody = SKSpriteNode(imageNamed: "binPhysicsBody")
binPhysicsBody.name = "binPhysicsBody"
binPhysicsBody.physicsBody = SKPhysicsBody(texture: binPhysicsBody.texture!, size: binPhysicsBody.texture!.size())
binPhysicsBody.setScale(0.15)
binPhysicsBody.physicsBody?.allowsRotation = false
binPhysicsBody.physicsBody?.categoryBitMask = CollisionTypes.OtherObject.rawValue
binPhysicsBody.physicsBody?.collisionBitMask = CollisionTypes.Plane.rawValue
binPhysicsBody.physicsBody?.contactTestBitMask = CollisionTypes.Plane.rawValue
binPhysicsBody.physicsBody?.usesPreciseCollisionDetection = false
binPhysicsBody.physicsBody?.isDynamic = false
binPhysicsBody.physicsBody?.friction = 1
binPhysicsBody.physicsBody?.restitution = 0
binPhysicsBody.physicsBody?.mass = 50
binPhysicsBody.position = position
binPhysicsBody.zPosition = 0
addChild(binPhysicsBody)
}
最佳答案
我仍然不知道问题的原因,但我通过更改用于创建物理体的图像来解决它。我在垃圾箱上使用了稍厚的“壁厚”。
关于ios - 奇怪的 Spritekit 碰撞错误取决于 SKSpriteNode 位置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49920399/