gpt4 book ai didi

swift - 无法将类型 "Game Scene"的值分配给类型 "SKPhysicsContactDelegate"的值

转载 作者:行者123 更新时间:2023-11-28 13:13:16 25 4
gpt4 key购买 nike

我正在尝试自己制作 flappy bird。一切正常,但现在我已经添加了 CategoryBitMasks 和所有这些东西,每次我尝试添加这段代码时:

self.physicsworld.contactDelegate = self

我收到错误信息:

Cannot assign a value of type 'GameScene' to a value of type 'SKPhysicsContactDelegate'.

这是我到目前为止编写的代码:

import SpriteKit

class GameScene: SKScene {

//---------------
//Bird
//---------------
var bird = SKSpriteNode()

//---------------
//Pipe's
//---------------
var pipeUp:SKSpriteNode = SKSpriteNode()
var pipeDown:SKSpriteNode = SKSpriteNode()
var pipeDownAnimation:NSMutableArray = NSMutableArray()
var pipeUpAnimation:NSMutableArray = NSMutableArray()

//---------------
//Pipe spawningtimes
//---------------
var lastYieldTimeInterval:NSTimeInterval = NSTimeInterval()
var lastUpdateTimeInterval:NSTimeInterval = NSTimeInterval()

//---------------
//Category bitmasks
//---------------
let birdCategory:UInt32 = 0x1 << 2
let pipeUpCategory:UInt32 = 0x1 << 1
let pipeDownCategory:UInt32 = 0x1 << 0

//didMoveToView Funtion
override func didMoveToView(view: SKView) {

setUpWorld()

}

override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {

if bird.position.y > frame.size.height - bird.size.height/2 {

}
else {
bird.physicsBody!.velocity = CGVectorMake(0, 0.0)
bird.physicsBody!.applyImpulse(CGVectorMake(0, 17))
}
}

func setUpWorld () {

//---------------
//Physics World
//---------------
physicsWorld.gravity = CGVectorMake(0, -5.0)

//---------------
//setting up the background
//---------------
var background = SKSpriteNode(imageNamed: "background")
background.position = CGPointMake(frame.size.width/2, frame.size.height/2)
background.size = CGSizeMake(frame.size.width, frame.size.height)
background.zPosition = -1.0

addChild(background)

//---------------
//setting up the hills
//---------------
var hills = SKSpriteNode(imageNamed: "hills")
hills.position = CGPointMake(frame.size.width/2, 300)
hills.size = CGSizeMake(frame.size.width, 300)
hills.zPosition = 0

addChild(hills)

//---------------
//setting up the ground
//---------------
var ground = SKSpriteNode(imageNamed: "ground")
ground.size = CGSizeMake(frame.size.width, 150)
ground.position = CGPointMake(frame.size.width/2, 75)
ground.zPosition = 2.0

ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(ground.size.width, ground.size.height))
ground.physicsBody!.dynamic = false
ground.physicsBody!.affectedByGravity = false;

addChild(ground)
//---------------
//setting up the bird
//---------------
bird = SKSpriteNode(imageNamed: "bird")
bird.position = CGPointMake(100, frame.size.height/2)
bird.setScale(0.7)
bird.zPosition = 1.0

bird.physicsBody = SKPhysicsBody(rectangleOfSize: bird.size)
bird.physicsBody!.dynamic = true
bird.physicsBody!.categoryBitMask = birdCategory
bird.physicsBody!.contactTestBitMask = pipeUpCategory
bird.physicsBody!.contactTestBitMask = pipeDownCategory
bird.physicsBody!.collisionBitMask = pipeUpCategory & pipeDownCategory
bird.physicsBody!.usesPreciseCollisionDetection = true

addChild(bird)
}

func addPipes () {

//---------------
//Random Pipe Positions
//---------------
var randomPositionUp = CGPoint()
var randomPositionDown = CGPoint()

var random = arc4random() % 10

if random == 0 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 170)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height - 40)
}
else if random == 1 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 160)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height - 30)
}
else if random == 2 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 150)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height - 20)
}
else if random == 3 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 140)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height - 10)
}
else if random == 4 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 130)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height)
}
else if random == 5 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 120)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height + 10)
}
else if random == 6 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 110)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height + 20)
}
else if random == 7 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 100)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height + 30)
}
else if random == 8 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 90)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height + 40)
}
else if random == 9 {
randomPositionUp = CGPointMake(frame.size.width + pipeUp.size.width * 2, frame.size.height/2 - 80)
randomPositionDown = CGPointMake(randomPositionUp.x, frame.size.height + 50)
}

//---------------
//Pipe UP
//---------------
pipeUp = SKSpriteNode(imageNamed: "PipeUp")
pipeUp.position = randomPositionUp
pipeUp.setScale(0.5)
pipeUp.zPosition = 1.0

pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(pipeUp.size.width, pipeUp.size.height))
pipeUp.physicsBody!.dynamic = false
pipeUp.physicsBody!.affectedByGravity = false
pipeUp.physicsBody!.categoryBitMask = pipeUpCategory
pipeUp.physicsBody!.contactTestBitMask = birdCategory
pipeUp.physicsBody!.collisionBitMask = birdCategory
pipeUp.physicsBody!.usesPreciseCollisionDetection = true

addChild(pipeUp)

pipeUpAnimation.addObject(SKAction.moveToX(-pipeUp.size.width * 2, duration: 7))
pipeUpAnimation.addObject(SKAction.removeFromParent())
pipeUp.runAction(SKAction.sequence(pipeUpAnimation as [AnyObject]))

//---------------
//Pipe Down
//---------------
pipeDown = SKSpriteNode(imageNamed: "PipeDown")
pipeDown.position = randomPositionDown
pipeDown.setScale(0.5)
pipeDown.zPosition = 1.0

pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(pipeDown.size.width, pipeDown.size.height))
pipeDown.physicsBody!.dynamic = false
pipeDown.physicsBody!.affectedByGravity = false
pipeDown.physicsBody!.categoryBitMask = pipeDownCategory
pipeDown.physicsBody!.contactTestBitMask = birdCategory
pipeDown.physicsBody!.collisionBitMask = birdCategory
pipeDown.physicsBody!.usesPreciseCollisionDetection = true

addChild(pipeDown)

pipeDownAnimation.addObject(SKAction.moveToX(-pipeUp.size.width * 2, duration: 7))
pipeDownAnimation.addObject(SKAction.removeFromParent())
pipeDown.runAction(SKAction.sequence(pipeDownAnimation as [AnyObject]))
}

func updateWithTimeSinceLastUpdate (timeSinceLastUpdate: CFTimeInterval) {

lastYieldTimeInterval += timeSinceLastUpdate

if lastYieldTimeInterval > 2 {
lastYieldTimeInterval = 0
addPipes()
}

}

override func update(currentTime: CFTimeInterval) {

var timeSinceLastUpdate = currentTime - lastUpdateTimeInterval
lastUpdateTimeInterval = currentTime

if timeSinceLastUpdate > 1 {

timeSinceLastUpdate = 1/60
lastUpdateTimeInterval = currentTime

}
updateWithTimeSinceLastUpdate(timeSinceLastUpdate)
}

func didBeginContact(contact: SKPhysicsContact) {

var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody

if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}

if firstBody.categoryBitMask & birdCategory != 0 && secondBody.categoryBitMask & pipeDownCategory != 0 {
birdDidCollidWithPipeDown(firstBody.node as! SKSpriteNode, pipeDown: secondBody.node as! SKSpriteNode)
}
}

func birdDidCollidWithPipeDown(bird: SKSpriteNode, pipeDown: SKSpriteNode) {

bird.removeFromParent()

}
}

最佳答案

您需要使 GameScene 符合 SKPhysicsContactDelegate ,像这样:

class GameScene: SKScene, SKPhysicsContactDelegate {
// ...
}

现在你可以实现你想要的委托(delegate)方法了,SKPhysicsContactDelegate中的所有方法是可选的,他们会在适当的时候被调用。

有关协议(protocol)的更多信息,我建议查看 The Swift Programming Language: Protocols

关于swift - 无法将类型 "Game Scene"的值分配给类型 "SKPhysicsContactDelegate"的值,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30398750/

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