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swift - SKSpitekit 节点之间未检测到碰撞

转载 作者:搜寻专家 更新时间:2023-11-01 06:00:36 24 4
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我正在 build 一个迷宫,我为墙壁添加了一些 SKSpritekit 节点,为玩家添加了一个点。然而,当点和墙壁发生碰撞时,不会检测到碰撞。我的代码如下:

import UIKit
import SpriteKit
import GameplayKit
import Foundation
import GameplayKit


class level1: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
var dot = SKSpriteNode()

override func sceneDidLoad () {
buildMaze()
addDot()

func addDot() {
let startNum = x * (y - 1)
startCoord = coordArray[startNum]
dot = SKSpriteNode(imageNamed: "redDot")
dot.physicsBody?.isDynamic = true
dot.size = CGSize(width: 20, height: 20)
dot.position = startCoord
dot.physicsBody = SKPhysicsBody(circleOfRadius: 10)
dot.physicsBody?.mass = 0
dot.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(dot)
}

func buildMaze() {
let difference = coordArray[1].x - coordArray[0].x
let wallDistance = difference/2
let thickness = CGFloat(3)
let length = difference - CGFloat(thickness)/2



var count = 0
for point in coordArray {

let northWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: length, height: thickness))
northWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: length, height: thickness))
northWall.physicsBody?.mass = 200000

let southWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: length, height: thickness))
southWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: length, height: thickness))
southWall.physicsBody?.mass = 200000

let eastWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: thickness, height: length ))
eastWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: thickness, height: length))
eastWall.physicsBody?.mass = 200000

let westWall = SKSpriteNode(color: SKColor.black, size : CGSize (width: thickness, height: length ))
westWall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: thickness, height: length))
westWall.physicsBody?.mass = 200000


if !instructions[count].contains("N") {
//print("added north wall")
northWall.position = CGPoint (x: point.x , y: point.y + wallDistance)
if nodes(at: northWall.position) == [] {

addChild(northWall)}
else {print("north wall already there")}

}
if !instructions[count].contains("S") {
//print("added south wall")
southWall.position = CGPoint (x: point.x , y: point.y - wallDistance)
if nodes(at: southWall.position) == [] {

addChild(southWall)}
else {//print("southwall already there")

}

}
if !instructions[count].contains("E") {
//print("added east wall")
eastWall.position = CGPoint (x: point.x + wallDistance , y: point.y)
if nodes(at: eastWall.position) == [] {

addChild(eastWall)}
else {//print("east already there")

}

}
if !instructions[count].contains("W") {
//print("added west wall")
westWall.position = CGPoint (x: point.x - wallDistance , y: point.y)
if nodes(at: westWall.position) == [] {

addChild(westWall)}
else {//print("west wall already there")

}

}
count = count + 1

}
}


override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let location = t.location(in: self)
dot.position.x = location.x
dot.position.y = location.y
}
}

func didBegin(_ contact: SKPhysicsContact) {
print("contact!")


}

墙壁的外观和我想要的一样,点也在正确的位置。

我为它们中的每一个都添加了 20000 的马索,这样当我移动点时,墙壁会保持原位。然而,当我用手指移动点时,它直接穿过迷宫的墙壁,而不是被它们停下来。

我向 didBegin 函数添加了一个打印语句,以查看它是否至少检测到 Sprite 之间的任何接触,但它没有。

这是为什么?

干杯!

最佳答案

首先在你的 didMoveTo 或 sceneDidLoad 中,你需要设置 physicsContactDelegate:

override func sceneDidLoad () {
physicsWorld.contactDelegate = self
buildMaze()
addDot()
}

要设置接触/碰撞掩码,你必须这样做,因为它们是基于位操作的:

假设您希望

发生碰撞
struct PhysicsCategory {
static let wall: UInt32 = 0x1 << 1
static let dot: UInt32 = 0x1 << 2
}

You can put the struct above you class if you want

然后,当您分配物理体时,您必须设置位掩码:

对于点:

    dot.physicsBody?.categoryBitMask = PhysicsCategory.dot
dot.physicsBody?.contactTestBitMask = PhysicsCategory.wall
dot.physicsBody?.collisionBitMask = PhysicsCategory.wall

//Collision is different from contact, so if you want to avoid collision
//dot.physicsBody?.collisionBitMask = PhysicsCategory.dot

碰撞不同于接触,查看apple documentation about it

墙壁:

    northWall.physicsBody?.categoryBitMask = PhysicsCategory.wall
northWall.physicsBody?.contactTestBitMask = PhysicsCategory.dot
northWall.physicsBody?.collisionBitMask = PhysicsCategory.dot

//Do the same for all walls

如果您希望墙壁与多个物体接触或碰撞:

    northWall.physicsBody?.contactTestBitMask = PhysicsCategory.dot | PhysicsCategory.other
northWall.physicsBody?.collisionBitMask = PhysicsCategory.dot | PhysicsCategory.other

对于墙壁来说,所有的考虑都是根据点来考虑的

关于swift - SKSpitekit 节点之间未检测到碰撞,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/52556207/

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