因此,我对游戏中的球进行了一些调整,为了避免展开可选值错误,我注释了以下内容
//didMoveToView
self.physicsWorld.gravity = CGVectorMake(0, 0)
self.physicsWorld.contactDelegate = self
let fieldBody = SKPhysicsBody.init(edgeLoopFromRect: self.frame)
self.physicsBody = fieldBody
self.physicsBody!.affectedByGravity = false
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.dynamic = true
self.physicsBody!.mass = 0
self.physicsBody!.friction = 0
self.physicsBody!.linearDamping = 0
self.physicsBody!.angularDamping = 0
self.physicsBody!.restitution = 1
self.physicsBody!.categoryBitMask = CollisionTypes.Floor.rawValue
self.physicsBody!.contactTestBitMask = CollisionTypes.Ball.rawValue
// Prepare the ball - physics engine.
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.width/2)
ball.physicsBody!.affectedByGravity = true
ball.physicsBody!.restitution = 0.8
ball.physicsBody!.linearDamping = 0
ball.physicsBody!.friction = 0.3
ball.physicsBody!.dynamic = true
ball.physicsBody!.mass = 0.5
ball.physicsBody!.allowsRotation = true
ball.physicsBody!.categoryBitMask = CollisionTypes.Ball.rawValue
ball.physicsBody!.contactTestBitMask = CollisionTypes.Floor.rawValue
ball.physicsBody!.collisionBitMask = CollisionTypes.Floor.rawValue
}
我这样做了,我的游戏启动了,但是一旦 toucheBegan,就会弹出同样的错误。我不知道如何解决所有这些解包错误。我是 Swift 新手,不知道应该如何调整这些物理。我的 contactBegin 看起来像这样:
func didBeginContact(contact: SKPhysicsContact) {
let bitMaskAAndB = contact.bodyA.categoryBitMask == CollisionTypes.Floor.rawValue &&
contact.bodyB.categoryBitMask == CollisionTypes.Ball.rawValue
let ballAndBoardMask = CollideType.Ball.toMask() | boards.usedCollideMasks
// ball and board, handle it by board delegate
if bitMaskAAndB | ballAndBoardMask == ballAndBoardMask {
let boardNode: SKNode! = contact.bodyA.categoryBitMask == CollideType.Ball.toMask() ? contact.bodyB.node : contact.bodyA.node
let board = boardNode.bind as! BoardDelegate
board.didBeginContact(boardNode, ball: ball, contact: contact, game: self)
}
// ball and ceil => stop game
else if bitMaskAAndB == CollideType.toMask([.Ball, .Ceil]) {
stopGame()
}
// ball and floor => stop game add explosion or fall off screen
else if bitMaskAAndB == CollideType.toMask([.Ball, .Floor]) {
stopGame()
}
}
func didEndContact(contact: SKPhysicsContact) {
let ballAndBoardMask = CollideType.Ball.toMask() | boards.usedCollideMasks
// ball and board, handle it by board delegate
if contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask | ballAndBoardMask == ballAndBoardMask {
let boardNode: SKNode! = contact.bodyA.categoryBitMask == CollideType.Ball.toMask() ? contact.bodyB.node : contact.bodyA.node
let board = boardNode.bind as! BoardDelegate
board.didEndContact(boardNode, ball: ball, contact: contact, game: self)
}
}
编辑:我根据您提出的建议设置了我的物理世界,并调整了我的 didBeginContact 乐趣,但是使用以下代码,我收到多个错误:无法将 bool 类型的值转换为 UInt32。
PS。感谢您的帮助和耐心,这些都是新术语,我正在尽力理解。 :)最佳答案
我不知道您的 CollideType
类或声明,因此下面的代码向您解释如何构建正确的 physicalsWorld
和 physicalsBody
以免在碰撞过程中出现问题。
但首先:我们将在此项目中充分使用 categoryBitMask、contactTestBitMask 和 collisionBitMask 属性,因为我们有非常精确的规则来使项目正常运行:
categoryBitMask 是定义其对象类型的数字 考虑到碰撞。
collisionBitMask 是一个数字,定义了该对象的类别 节点应该发生碰撞。
contactTestBitMask 是一个数字,定义我们想要的碰撞 收到通知。
SpriteKit 希望使用 UInt32
来描述这三个位掩码。您的位掩码应从 1 开始,然后每次加倍。
代码:
class GameScene: SKScene, SKPhysicsContactDelegate {
var ball: Ball!
let ballSpeedX = CGFloat(500)
enum CollisionTypes: UInt32 {
case Field = 1
case Ball = 2
}
override func didMoveToView(view: SKView) {
// ball
ball = Ball(imageNamed:"colorBall.png")
ball.position = CGPointMake(self.ball.frame.size.width,self.ball.frame.size.height)
// Prepare the world - physics engine.
self.physicsWorld.gravity = CGVectorMake(0, -6)
self.physicsWorld.contactDelegate = self
let fieldBody = SKPhysicsBody.init(edgeLoopFromRect: self.frame)
self.physicsBody = fieldBody
self.physicsBody!.affectedByGravity = false
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.dynamic = true
self.physicsBody!.mass = 0
self.physicsBody!.friction = 0
self.physicsBody!.linearDamping = 0
self.physicsBody!.angularDamping = 0
self.physicsBody!.restitution = 1
self.physicsBody!.categoryBitMask = CollisionTypes.Field.rawValue
self.physicsBody!.contactTestBitMask = CollisionTypes.Ball.rawValue
// Prepare the ball - physics engine.
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.width/2)
ball.physicsBody!.affectedByGravity = true
ball.physicsBody!.restitution = 0.8
ball.physicsBody!.linearDamping = 0
ball.physicsBody!.friction = 0.3
ball.physicsBody!.dynamic = true
ball.physicsBody!.mass = 0.5
ball.physicsBody!.allowsRotation = true
ball.physicsBody!.categoryBitMask = CollisionTypes.Ball.rawValue
ball.physicsBody!.contactTestBitMask = CollisionTypes.Field.rawValue
ball.physicsBody!.collisionBitMask = CollisionTypes.Field.rawValue
//ball.physicsBody!.categoryBitMask = CollideType.Ball.toMask()
//ball.physicsBody!.collisionBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
//ball.physicsBody!.contactTestBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
ball.hidden = false
self.addChild(ball)
}
func didBeginContact(contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == CollisionTypes.Field.rawValue &&
contact.bodyB.categoryBitMask == CollisionTypes.Ball.rawValue) {
print("contact between field and ball")
}
}
}
正如您所看到的,第一件重要的事情是准备物理世界(跟踪物理必须工作的边界),为其分配一个类别以及与其他对象交互所需的所有其他参数。然后构建对象的物理主体,在本例中是球。
关于sprite-kit - 展开可选值 : PhysicsBody - Swift SpriteKit,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38280426/