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ios - 如何检测 SKSpriteNode 何时命中另一个 SKSpriteNode?

转载 作者:行者123 更新时间:2023-11-28 13:46:51 26 4
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我正在尝试制作一款游戏,您可以倾斜手机并尝试将球保持在边界内。我似乎无法弄清楚如何让球不通过边界。我有倾斜来移动球,但它只是穿过我的所有边界,我似乎无法弄清楚如何让球在接触到边界时停止。这是我的代码:

 override func didMove(to view: SKView) {
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
self.physicsBody = border

boundary = (self.childNode(withName: "boundry") as! SKSpriteNode) //the boundary is spelled wrong

airplane = SKSpriteNode(imageNamed: "ball image")
airplane.physicsBody = SKPhysicsBody(circleOfRadius: 10)
airplane.position = CGPoint(x: -211.163, y: 367.3)
airplane.size = CGSize(width: 50, height: 50)
airplane.physicsBody?.isDynamic = true
airplane.physicsBody?.affectedByGravity = false
airplane.physicsBody?.allowsRotation = true
airplane.physicsBody?.pinned = false

self.addChild(airplane)

if motionManager.isAccelerometerAvailable {
// 2
motionManager.accelerometerUpdateInterval = 0.01
motionManager.startAccelerometerUpdates(to: .main) {
(data, error) in
guard let data = data, error == nil else {
return
}

// 3
let currentX = self.airplane.position.x
self.destX = currentX + CGFloat(data.acceleration.x * 500)
let currentY = self.airplane.position.y
self.destY = currentY + CGFloat(data.acceleration.y * 500)
}
}
}

override func update(_ currentTime: TimeInterval) {

let action = SKAction.moveTo(x: destX, duration: 1)
let action2 = SKAction.moveTo(y: destY, duration: 1)
airplane.run(action)
airplane.run(action2)
}

最佳答案

在 SpriteKit 中,除非你给它们一组匹配的 collisionBitMask,否则它们不会发生碰撞。 .即 border.collisionBitMaskairplane.collisionBitMask 需要至少有一个非零位是共同的。尝试将两者都设置为 1。

关于ios - 如何检测 SKSpriteNode 何时命中另一个 SKSpriteNode?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55305338/

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