gpt4 book ai didi

swift - 碰撞检测不适用于为得分加 1

转载 作者:可可西里 更新时间:2023-11-01 01:06:05 25 4
gpt4 key购买 nike

嘿伙计们,我在碰撞检测方面遇到了一个大问题,这艘船似乎能够与 objectGroup 和 missileGroup 正确碰撞。问题是我希望当导弹通过墙节点时它会在分数上加 1 但它不起作用,我已经尝试修复它超过 5 个小时但没有找到任何解决方案。

class GameScene: SKScene , SKPhysicsContactDelegate {
var spaceShip = SKSpriteNode ()
var bgSpace = SKSpriteNode ()

var score = 0
var scoreLabel = SKLabelNode()
var gameOverLabel = SKLabelNode()
var labelHolder = SKSpriteNode()


let shipGroup:UInt32 = 1 << 1
let objectGroup:UInt32 = 1 << 2
let wallGroup:UInt32 = 1 << 3
let missileGroup:UInt32 = 1 << 4

var gameOver = 0

var movingObjects = SKNode()


override func didMoveToView(view: SKView) {
/* Setup your scene here */

self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, -5)
self.addChild(movingObjects)

makeBackground()

self.addChild(labelHolder)

scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height - 150)
scoreLabel.zPosition = 1000
self.addChild(scoreLabel)

//add spaceship

var spaceShipTexture = SKTexture (imageNamed: "productImgs/F5S4.png")
spaceShip = SKSpriteNode (texture: spaceShipTexture)
spaceShip.position = CGPoint(x:CGRectGetMidX(self.frame) / 3, y:CGRectGetMidY(self.frame))
spaceShip.xScale = 0.7
spaceShip.yScale = 0.7

spaceShip.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake(spaceShip.frame.size.width, spaceShip.frame.size.height))

spaceShip.physicsBody?.dynamic = true
spaceShip.physicsBody?.allowsRotation = false
spaceShip.physicsBody?.categoryBitMask = shipGroup
spaceShip.physicsBody?.collisionBitMask = objectGroup | missileGroup

spaceShip.zPosition = 10

self.addChild(spaceShip)



//add ground

let ground = SKNode()
ground.position = CGPointMake(0, 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake (self.frame.size.width * 2, 250)) //180
ground.physicsBody?.dynamic = false
ground.physicsBody?.categoryBitMask = objectGroup
ground.physicsBody?.contactTestBitMask = shipGroup

self.addChild(ground)

//add top

let top = SKNode()
top.position = CGPointMake(0, 1180)
top.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake (self.frame.size.width * 2, 1200)) // 1000
top.physicsBody?.dynamic = false
top.physicsBody?.categoryBitMask = objectGroup
top.physicsBody?.contactTestBitMask = shipGroup

self.addChild(top)



var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector("makeMissile"), userInfo: nil, repeats: true)

// this is the wall on the left... enable skView.showsPhysics = true in viewcontroller
var wall = SKNode()
wall.position = CGPoint(x:10 , y: CGRectGetMidY(self.frame))
wall.physicsBody = SKPhysicsBody (rectangleOfSize: CGSizeMake(3, self.frame.size.height))

wall.physicsBody?.dynamic = false
wall.physicsBody?.categoryBitMask = wallGroup
wall.physicsBody?.contactTestBitMask = missileGroup
wall.physicsBody?.collisionBitMask = 0
self.addChild(wall)



}

func makeBackground(){
//add bg

if gameOver == 0 {

var bgTexture = SKTexture(imageNamed: "productImgs/1820925.jpg")

var backgroundAnimated = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 12)
var replaceBackground = SKAction.moveByX(bgTexture.size().width, y: 0, duration: 0)
var backgroundMoveForever = SKAction.repeatActionForever(SKAction.sequence([backgroundAnimated,replaceBackground]))

for var i:CGFloat=0; i<3; i++ {

bgSpace = SKSpriteNode(texture: bgTexture)
bgSpace.position = CGPoint (x: CGRectGetMidX(self.frame)/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
bgSpace.size.height = self.frame.height
bgSpace.runAction(backgroundMoveForever)
movingObjects.addChild(bgSpace)

//check this part needed

}

}


}

func makeMissile(){

if gameOver == 0 {


var missile = SKSpriteNode(imageNamed: "productImgs/missile-hi.png")
missile.setScale(0.38)

// Adding SpriteKit physics body for collision detection
missile.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake(missile.frame.size.width,missile.frame.size.height))
missile.physicsBody?.dynamic = false



missile.physicsBody?.categoryBitMask = missileGroup
missile.physicsBody?.collisionBitMask = shipGroup
missile.physicsBody?.contactTestBitMask = shipGroup | wallGroup



missile.physicsBody?.usesPreciseCollisionDetection = true
missile.name = "missile"


// Selecting random y position for missile
var random = arc4random_uniform(UInt32(self.frame.size.height)) + 1

var randomPosition = CGFloat(random)
missile.position = CGPointMake(self.frame.size.width + 20, randomPosition)


var movementAmount = arc4random_uniform(UInt32(self.frame.size.height / 2))

var moveMissile = SKAction.moveByX(-self.frame.size.width * 5, y: 0, duration: NSTimeInterval(self.frame.size.width / 100))
var removeMissile = SKAction.removeFromParent()
var moveAndRemoveMissile = SKAction.sequence([moveMissile, removeMissile])

missile.runAction(moveAndRemoveMissile)

movingObjects.addChild(missile)

//add wall



} else if gameOver == 0 {
gameOver = 1
movingObjects.speed = 0
gameOverLabel.fontName = "Helvetica"
gameOverLabel.fontSize = 40
gameOverLabel.position = CGPointMake(CGRectGetMidX(self.frame) , CGRectGetMidY(self.frame))
gameOverLabel.zPosition = 100000
labelHolder.addChild(gameOverLabel)
}

}

// part for adding score not working

func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == wallGroup || contact.bodyB.categoryBitMask == wallGroup {
score++
scoreLabel.text = "\(score)"
}
else if gameOver == 0 {

gameOver = 1

movingObjects.speed = 0

gameOverLabel.fontName = "Helvetica"
gameOverLabel.fontSize = 30
gameOverLabel.text = "Game Over! Tap to play again."
gameOverLabel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
labelHolder.addChild(gameOverLabel)

}


}


override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */

if (gameOver == 0) {
spaceShip.physicsBody?.velocity = CGVectorMake(0, 0)
spaceShip.physicsBody?.applyImpulse(CGVectorMake(0, 300))
} else {
score = 0
scoreLabel.text = "0"
movingObjects.removeAllChildren()

makeBackground()

spaceShip.position = CGPoint(x:CGRectGetMidX(self.frame) / 3, y:CGRectGetMidY(self.frame))
spaceShip.physicsBody?.velocity = CGVectorMake(0, 0)
labelHolder.removeAllChildren()
gameOver = 0
movingObjects.speed = 1


}

}

最佳答案

如果你愚蠢你的碰撞正确,删除 didBeginContact 中的 if ,否则 if。它应该工作。我不知道你所说的 workspaceShip.physicsBody?.collisionBitMask = objectGroup | missileGroup。设置 workspaceShip.physicsBody?.collisionBitMask = 2 以确保正常工作。

编辑

class GameScene: SKScene , SKPhysicsContactDelegate {
var spaceShip = SKSpriteNode ()
var bgSpace = SKSpriteNode ()
var wall = SKNode()

var score = 0
var scoreLabel = SKLabelNode()
var gameOverLabel = SKLabelNode()
var labelHolder = SKSpriteNode()


let shipGroup:UInt32 = 1 << 1
let objectGroup:UInt32 = 1 << 2
let wallGroup:UInt32 = 1 << 3
let missileGroup:UInt32 = 1 << 4

var gameOver = 0

var movingObjects = SKNode()


override func didMoveToView(view: SKView) {
/* Setup your scene here */

self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, -5)
self.addChild(movingObjects)

makeBackground()

self.addChild(labelHolder)

scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height - 150)
scoreLabel.zPosition = 1000
self.addChild(scoreLabel)

//add spaceship

var spaceShipTexture = SKTexture (imageNamed: "productImgs/F5S4.png")
spaceShip = SKSpriteNode (texture: spaceShipTexture)
spaceShip.position = CGPoint(x:CGRectGetMidX(self.frame) / 3, y:CGRectGetMidY(self.frame))
spaceShip.xScale = 0.7
spaceShip.yScale = 0.7

spaceShip.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake(spaceShip.frame.size.width, spaceShip.frame.size.height))

spaceShip.physicsBody?.dynamic = true
spaceShip.physicsBody?.allowsRotation = false
spaceShip.physicsBody?.categoryBitMask = shipGroup
spaceShip.physicsBody?.collisionBitMask = objectGroup | missileGroup

spaceShip.zPosition = 10

self.addChild(spaceShip)



//add ground

let ground = SKNode()
ground.position = CGPointMake(0, 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake (self.frame.size.width * 2, 250)) //180
ground.physicsBody?.dynamic = false
ground.physicsBody?.categoryBitMask = objectGroup
ground.physicsBody?.contactTestBitMask = shipGroup

self.addChild(ground)

//add top

let top = SKNode()
top.position = CGPointMake(0, 1180)
top.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake (self.frame.size.width * 2, 1200)) // 1000
top.physicsBody?.dynamic = false
top.physicsBody?.categoryBitMask = objectGroup
top.physicsBody?.contactTestBitMask = shipGroup

self.addChild(top)



var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector("makeMissile"), userInfo: nil, repeats: true)



wall.position = CGPoint(x:10 , y: CGRectGetMidY(self.frame))
wall.physicsBody = SKPhysicsBody (rectangleOfSize: CGSizeMake(3, self.frame.size.height))

wall.physicsBody?.dynamic = false
wall.physicsBody?.categoryBitMask = wallGroup
wall.physicsBody?.contactTestBitMask = missileGroup
wall.physicsBody?.collisionBitMask = 0
self.addChild(wall)



}

func makeBackground(){
//add bg

if gameOver == 0 {

var bgTexture = SKTexture(imageNamed: "productImgs/1820925.jpg")

var backgroundAnimated = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 12)
var replaceBackground = SKAction.moveByX(bgTexture.size().width, y: 0, duration: 0)
var backgroundMoveForever = SKAction.repeatActionForever(SKAction.sequence([backgroundAnimated,replaceBackground]))

for var i:CGFloat=0; i<3; i++ {

bgSpace = SKSpriteNode(texture: bgTexture)
bgSpace.position = CGPoint (x: CGRectGetMidX(self.frame)/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
bgSpace.size.height = self.frame.height
bgSpace.runAction(backgroundMoveForever)
movingObjects.addChild(bgSpace)

//check this part needed

}

}


}

func makeMissile(){

if gameOver == 0 {


var missile = SKSpriteNode(imageNamed: "productImgs/missile-hi.png")
missile.setScale(0.38)

// Adding SpriteKit physics body for collision detection
missile.physicsBody = SKPhysicsBody(rectangleOfSize:CGSizeMake(missile.frame.size.width,missile.frame.size.height))
missile.physicsBody?.dynamic = false



missile.physicsBody?.categoryBitMask = missileGroup
missile.physicsBody?.collisionBitMask = shipGroup
missile.physicsBody?.contactTestBitMask = shipGroup | wallGroup



missile.physicsBody?.usesPreciseCollisionDetection = true
missile.name = "missile"


// Selecting random y position for missile
var random = arc4random_uniform(UInt32(self.frame.size.height)) + 1

var randomPosition = CGFloat(random)
missile.position = CGPointMake(self.frame.size.width + 20, randomPosition)


var movementAmount = arc4random_uniform(UInt32(self.frame.size.height / 2))

var moveMissile = SKAction.moveByX(-self.frame.size.width * 5, y: 0, duration: NSTimeInterval(self.frame.size.width / 100))
var removeMissile = SKAction.removeFromParent()
var moveAndRemoveMissile = SKAction.sequence([moveMissile, removeMissile])

missile.runAction(moveAndRemoveMissile)

movingObjects.addChild(missile)

//add wall
if wall.position.x < missile.position.x{
score++
scoreLabel.text = "\(score)"
}


} else if gameOver == 0 {
gameOver = 1
movingObjects.speed = 0
gameOverLabel.fontName = "Helvetica"
gameOverLabel.fontSize = 40
gameOverLabel.position = CGPointMake(CGRectGetMidX(self.frame) , CGRectGetMidY(self.frame))
gameOverLabel.zPosition = 100000
labelHolder.addChild(gameOverLabel)
}

}

// part for adding score not working

func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == wallGroup || contact.bodyB.categoryBitMask == wallGroup {
score++
scoreLabel.text = "\(score)"
}
else if gameOver == 0 {

gameOver = 1

movingObjects.speed = 0

gameOverLabel.fontName = "Helvetica"
gameOverLabel.fontSize = 30
gameOverLabel.text = "Game Over! Tap to play again."
gameOverLabel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
labelHolder.addChild(gameOverLabel)

}


}


override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */

if (gameOver == 0) {
spaceShip.physicsBody?.velocity = CGVectorMake(0, 0)
spaceShip.physicsBody?.applyImpulse(CGVectorMake(0, 300))
} else {
score = 0
scoreLabel.text = "0"
movingObjects.removeAllChildren()

makeBackground()

spaceShip.position = CGPoint(x:CGRectGetMidX(self.frame) / 3, y:CGRectGetMidY(self.frame))
spaceShip.physicsBody?.velocity = CGVectorMake(0, 0)
labelHolder.removeAllChildren()
gameOver = 0
movingObjects.speed = 1


}

}

它有点管用,但它从一开始就加 1,因为我想不通。左边的墙是谁

关于swift - 碰撞检测不适用于为得分加 1,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/29733294/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com