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swift - 在 SpriteKit SKPhysicsContactDelegate 中未检测到接触

转载 作者:行者123 更新时间:2023-11-30 11:16:39 24 4
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我正在尝试使用 Spritekit 在 Swift 中编写游戏。目的是带着他的角色迎面而来的矩形逃跑。现在我在 SKPhysicsContactDelegate (didBegin ()) 方法中犯了一个错误,因此无法识别图形与矩形之一的接触。有人可以帮我找出错误吗?

    import SpriteKit

enum bodyType: UInt32 {
case rechteckRechts = 1
case rechteckLinks = 2
case figur = 4
}

class PlayScene: SKScene, SKPhysicsContactDelegate {

let figur = SKSpriteNode(imageNamed: "Punkt.jpg")

@objc func addRechteck(){
let rechteckRechts = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckRechts.physicsBody = SKPhysicsBody()
rechteckRechts.physicsBody?.isDynamic = false
rechteckRechts.physicsBody?.categoryBitMask = bodyType.rechteckRechts.rawValue

let rechteckLinks = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckLinks.physicsBody = SKPhysicsBody()
rechteckLinks.physicsBody?.isDynamic = false
rechteckLinks.physicsBody?.categoryBitMask = bodyType.rechteckLinks.rawValue

let groesse = arc4random_uniform(5)+1
print(groesse)

switch groesse {
case 1:
rechteckLinks.xScale = 0.5
rechteckRechts.xScale = 1.5
case 2:
rechteckLinks.xScale = 1.5
rechteckRechts.xScale = 0.5
case 3:
rechteckLinks.xScale = 1
rechteckRechts.xScale = 1
case 4:
rechteckLinks.xScale = 1.25
rechteckRechts.xScale = 0.75
case 5:
rechteckLinks.xScale = 0.75
rechteckRechts.xScale = 1.25
default:
print("Fehler in der Wahrscheinlichkeit!!!")
}
rechteckRechts.position = CGPoint(x: frame.minX + (rechteckRechts.size.width / 2), y: frame.maxY)
rechteckLinks.position = CGPoint(x: frame.maxX - (rechteckLinks.size.width / 2), y: frame.maxY)

let moveDown = SKAction.moveBy(x: 0, y: -5000, duration: 20.0)
rechteckLinks.run(moveDown)
rechteckRechts.run(moveDown)

self.addChild(rechteckRechts)
self.addChild(rechteckLinks)
}

override func didMove(to view: SKView) {
physicsWorld.gravity = .zero
physicsWorld.contactDelegate = self

figur.xScale = 0.4
figur.yScale = 0.4
figur.position = CGPoint(x: frame.midX, y: frame.maxY / 4)
figur.physicsBody = SKPhysicsBody()
figur.physicsBody?.isDynamic = false
figur.physicsBody?.categoryBitMask = bodyType.figur.rawValue
self.addChild(figur)

self.backgroundColor = SKColor.white

let wait1 = SKAction.wait(forDuration: 3)
let timer = SKAction.repeatForever(SKAction.sequence([wait1, SKAction.run {
self.addRechteck()
}]))
self.run(timer, withKey: "addRechteck")

}

func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

switch contactMask {
case bodyType.figur.rawValue | bodyType.rechteckLinks.rawValue:
print("contact")
case bodyType.figur.rawValue | bodyType.rechteckRechts.rawValue:
print("contact")
default:
return
}
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ){
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}
}

最佳答案

您似乎没有设置碰撞和接触测试位掩码。这些是物理体的属性。 CollisionBitMask 控制哪些对象从哪些其他对象反弹。默认情况下,一切都会从其他一切中反弹。

在这种情况下,contactTestBitMask 是重要的,因为它控制哪些对象在联系其他对象时调用“didBegin”。默认情况下,该值为 0,表示没有注册任何联系人。在这里查看我的答案:https://stackoverflow.com/a/40596890/1430420详细解释。

在您的具体示例中,您似乎想知道 figur 何时与 rechteckLinksrechteckRechts 联系,因此您需要以下contactTestBitMasks:

figur.physicsBody!.cagegoryBitMask = bodyType.figur
figur.physicsBody!.contactTestBitMask = bodyType.rechteckRechts | bodyType.rechteckLinks

编辑:更正figur物理体的定义:

我们改变?到 !这样,如果物理体不存在,我们就会崩溃。我们还将 isDynamic 属性更改为 true,因为非动态的物理体无法注册接触(我认为)。其他两个不动态也没关系。我们将collisionTestBitMask分配给我们想要收到碰撞通知的所有类别的值,并通过逻辑“或”组合在一起:

figur.physicsBody!.isDynamic = true 
figur.physicsBody!.categoryBitMask = bodyType.figur.rawValue
figur.physicsBody!.contactTestBitMask = bodyType.rechteckRechts.rawValue | bodyType.rechteckLinks.rawValue

关于swift - 在 SpriteKit SKPhysicsContactDelegate 中未检测到接触,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51684938/

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