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swift - 如何修复 SKPhysicsContactDelegate 未被调用

转载 作者:行者123 更新时间:2023-11-30 10:52:26 28 4
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我的 Sprite 应该相互接触并打印到控制台,但是,一个 Sprite 走到另一个 Sprite 后面,并且它们实际上并没有接触。不用说,没有任何内容被打印到控制台。

我尝试在函数中使用许多不同“类型”的 if 语句,但是没有一个起作用。例如,我尝试过使用:

如果 bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 2 || bodyA.categoryBitMask == 2 && bodyB.categoryBitMask == 1

以及:

如果 contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask

非常感谢您的帮助! :)

import SpriteKit
import GameplayKit

class GameScene: SKScene, SKPhysicsContactDelegate {

var e = SKSpriteNode()
var square = SKSpriteNode()

var timer:Timer!

let squareCategory:UInt32 = 0x1 << 1
let eCategory:UInt32 = 0x1 << 2

override func didMove(to view: SKView) {

self.physicsWorld.contactDelegate = self

square = SKSpriteNode(imageNamed: "square")
square.size = CGSize(width: 100, height: 100)
square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
square.position = CGPoint(x: 0, y: -590)
square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
square.name = "square"

square.physicsBody?.categoryBitMask = squareCategory
square.physicsBody?.contactTestBitMask = eCategory
square.physicsBody?.usesPreciseCollisionDetection = true

self.addChild(square)

let swipeRight: UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(GameScene.swipedRight(sender:)))
swipeRight.direction = .right
view.addGestureRecognizer(swipeRight)

let swipeLeft: UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector (GameScene.swipedLeft(sender:)))
swipeLeft.direction = .left
view.addGestureRecognizer(swipeLeft)

timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(self.adde), userInfo: nil, repeats: true)

}

@objc func swipedRight(sender: UISwipeGestureRecognizer) {

//middle
if square.position == CGPoint(x: 0, y: -590) {

square.position = CGPoint(x: 200, y: -590)

}

//left
if square.position == CGPoint(x: -200, y: -590) {

square.position = CGPoint(x: 0, y: -590)

}

}

@objc func swipedLeft(sender: UISwipeGestureRecognizer) {

//middle
if square.position == CGPoint(x: 0, y: -590) {

square.position = CGPoint(x: -200, y: -590)

}

//right
if square.position == CGPoint(x: 200, y: -590) {

square.position = CGPoint(x: 0, y: -590)

}

}

@objc func adde() {

e = SKSpriteNode(imageNamed: "e")

let ePosition = GKRandomDistribution(lowestValue: -414, highestValue: 414)
let position = CGFloat(ePosition.nextInt())

e.size = CGSize(width: 75, height: 75)
e.position = CGPoint(x: position, y: 640)
e.physicsBody = SKPhysicsBody(rectangleOf: e.size)
e.name = "e"

e.physicsBody?.categoryBitMask = eCategory
e.physicsBody?.contactTestBitMask = squareCategory

e.physicsBody?.isDynamic = true

self.addChild(e)

let animationDuration:TimeInterval = 6

var actionArray = [SKAction]()

actionArray.append(SKAction.move(to: CGPoint(x: position, y: -705), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())

e.run(SKAction.sequence(actionArray))

}

func didBegin(_ contact: SKPhysicsContact) {

let bodyAName = contact.bodyA.node?.name
let bodyBName = contact.bodyB.node?.name

if bodyAName == "square" && bodyBName == "e" || bodyAName == "e" && bodyBName == "square"{
if bodyAName == "square" {
contact.bodyA.node?.removeFromParent()
} else if bodyBName == "e" {
contact.bodyB.node?.removeFromParent()
}


}

}

override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}

我应该收到消息,但“e”位于“square”后面,我没有收到任何消息。

最佳答案

您的代码中有错误。

更改以下内容:

 square = SKSpriteNode(imageNamed: "square")
square.size = CGSize(width: 100, height: 100)
square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
square.position = CGPoint(x: 0, y: -590)
square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
square.name = "square"

    square = SKSpriteNode(imageNamed: "square")
square.color = UIColor.red
square.size = CGSize(width: 100, height: 100)
square.physicsBody = SKPhysicsBody(rectangleOf: square.size)
square.position = CGPoint(x: 0, y: horizotaly)


//square.physicsBody = SKPhysicsBody(rectangleOf: e.size)
square.physicsBody?.affectedByGravity = false

square.name = "square"

您的问题已解决。

关于swift - 如何修复 SKPhysicsContactDelegate 未被调用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54318082/

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