我的func
联系人有一个问题,因为第二个联系人不工作(与Bonus和Vaisseau的联系人),但其他两个联系人不工作。
所以这是我的代码:
函数:
func didBeginContact(contact: SKPhysicsContact) {
let PremierBody : SKPhysicsBody = contact.bodyA
let SecondBody : SKPhysicsBody = contact.bodyB
if ((PremierBody.categoryBitMask == PhysicsCategories.Meteorites) && (SecondBody.categoryBitMask == PhysicsCategories.Meteorites)) {
contactEntreMeteorites(PremierBody.node as! SKSpriteNode, Meteorites2: SecondBody.node as! SKSpriteNode)
}
else if ((PremierBody.categoryBitMask == PhysicsCategories.Bonus) && (SecondBody.categoryBitMask == PhysicsCategories.Vaisseau) ||
(PremierBody.categoryBitMask == PhysicsCategories.Vaisseau) && (SecondBody.categoryBitMask == PhysicsCategories.Bonus)){
gameOver(PremierBody.node as! SKSpriteNode, Vaisseau: SecondBody.node as! SKSpriteNode)
print("CONTACT")
}
else if ((PremierBody.categoryBitMask == PhysicsCategories.Meteorites) && (SecondBody.categoryBitMask == PhysicsCategories.Vaisseau) ||
(PremierBody.categoryBitMask == PhysicsCategories.Vaisseau) && (SecondBody.categoryBitMask == PhysicsCategories.Meteorites)){
gameOver(PremierBody.node as! SKSpriteNode, Vaisseau: SecondBody.node as! SKSpriteNode)
print("Couco")
}
}
这是我的物理分类:
struct PhysicsCategories {
static let Meteorites : UInt32 = 1
static let Bonus : UInt32 = 2
static let Vaisseau : UInt32 = 5
}
在我的func DidMoveToView中:
Vaisseau = SKSpriteNode(texture: Vaisseau1)
Vaisseau.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2)
Vaisseau.physicsBody = SKPhysicsBody(rectangleOfSize: Vaisseau.size)
Vaisseau.physicsBody?.affectedByGravity = false
Vaisseau.physicsBody?.categoryBitMask = PhysicsCategories.Vaisseau
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Bonus
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Meteorites
Vaisseau.physicsBody?.dynamic = false
Vaisseau.setScale(0.08)
self.addChild(Vaisseau)
我在这个函数中创建了我的SpriteNode
奖励:
func ApparitionBonus() {
let BonusSprite = SKSpriteNode(imageNamed: "Bonus.png")
var BonusApparitionX = UInt32(self.frame.size.width)
var BonusApparitionY = UInt32(self.frame.size.height)
BonusApparitionX = arc4random() % BonusApparitionX
BonusApparitionY = arc4random() % BonusApparitionY
BonusSprite.position = CGPointMake(CGFloat(BonusApparitionX),CGFloat(BonusApparitionY))
BonusSprite.setScale(0.8)
BonusSprite.physicsBody = SKPhysicsBody(circleOfRadius: 20)
BonusSprite.physicsBody?.affectedByGravity = false
BonusSprite.physicsBody?.categoryBitMask = PhysicsCategories.Bonus
BonusSprite.physicsBody?.contactTestBitMask = PhysicsCategories.Vaisseau
BonusSprite.physicsBody?.dynamic = false
self.addChild(BonusSprite)
let RotationBonus = SKAction.rotateByAngle(CGFloat(M_PI), duration: 3)
let wait = SKAction.waitForDuration(3)
let actionFini = SKAction.removeFromParent()
BonusSprite.runAction(SKAction.sequence([RotationBonus, wait, actionFini]))
BonusSprite.runAction(SKAction.repeatActionForever(RotationBonus))
}
发布于 2015-10-30 01:20:38
在您的didMoveToView
中,当您调用:
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Bonus
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Meteorites
您将contactTestBitMask
设置为一个类别,然后再设置另一个类别。您需要按位或将它们放在一起。类似于:
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Bonus | PhysicsCategories.Meteorites
这将结合两个位掩码,这将允许它同时联系Bonus
和Meteorites
。
如果不希望精灵发生碰撞,请将collisionBitMask
设置为0x0
(或以您希望的方式表示0):
Vaisseau.physicsBody?.collisionBitMask = 0x0
https://stackoverflow.com/questions/33422280
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