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ios - ContactBitMask 指示我的对象发生碰撞,但它们没有

转载 作者:行者123 更新时间:2023-11-30 12:26:53 29 4
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我正在编写这个游戏,当 pig 和鱼相撞时游戏就结束了。但是我玩的时候, pig 没有碰到鱼,但是游戏自动结束了。我该如何解决这个问题?相关的方法有did开始、吃掉等。

import SpriteKit
import GameplayKit

var totalTime = 0
class GameScene: SKScene,SKPhysicsContactDelegate {
private var label : SKLabelNode?
var flyingPig:SKSpriteNode!
var water = SKSpriteNode()
var scoreLabel :SKLabelNode!

var currentGameState = gameState.atGame



struct PhysicsCategories{
static let None :UInt32 = 0
static let pig : UInt32 = 0b1
static let aFish : UInt32 = 0b100
}

var timer : Timer!
var timing : Timer!
var fish = ["nemo","bluedy","lantern","balloon","Knife"]
var myTime = 0
var lives:[SKSpriteNode]!

override func didMove(to view: SKView) {

totalTime = 0
self.physicsWorld.contactDelegate = self
water = SKSpriteNode(imageNamed: "water")

water.position = CGPoint(x: self.size.width/2,y:self.size.height/2)

water.physicsBody = SKPhysicsBody(rectangleOf: water.size)

water.physicsBody?.affectedByGravity = false
water.physicsBody?.isDynamic = false

self.addChild(water)

flyingPig = SKSpriteNode(imageNamed:"FlyingPig")
flyingPig.position = CGPoint(x:self.size.width/2,y:self.size.height/2)
flyingPig.physicsBody = SKPhysicsBody(rectangleOf: flyingPig.size)
flyingPig.physicsBody!.affectedByGravity=false
flyingPig.physicsBody!.collisionBitMask = PhysicsCategories.None
flyingPig.physicsBody!.categoryBitMask = PhysicsCategories.pig
flyingPig.physicsBody!.contactTestBitMask = PhysicsCategories.aFish
self.addChild(flyingPig)

self.physicsWorld.gravity = CGVector(dx:0,dy:0)
self.physicsWorld.contactDelegate = self

scoreLabel = SKLabelNode(text:"Score: 0")
scoreLabel.position = CGPoint(x:85,y:1270)
scoreLabel.fontName = "PartyLetPlain"
scoreLabel.fontSize = 44
scoreLabel.text = "Score: \(totalTime) km"
self.addChild(scoreLabel)

timer = Timer.scheduledTimer(timeInterval:1.25 ,target:self,selector:#selector(addFish),userInfo:nil,repeats:true)

timing = Timer.scheduledTimer(timeInterval: 1.5, target: self, selector: #selector(tick), userInfo: nil, repeats: true)

addLives()
}


func addLives()
{
lives = [SKSpriteNode()]
for live in 1...3{
let liveNode = SKSpriteNode(imageNamed:"FlyingPig2")
liveNode.position = CGPoint(x:750-CGFloat(4-live)*liveNode.size.width,y:1270)
self.addChild(liveNode)
lives.append(liveNode)
}
}

func addFish()
{
fish = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: fish) as![String]

let aFish = SKSpriteNode(imageNamed: fish[0])

let fishPosition = GKRandomDistribution(lowestValue:0, highestValue:700)
let position = CGFloat(fishPosition.nextInt())
aFish.position=CGPoint(x:position,y:1200)

aFish.physicsBody = SKPhysicsBody(rectangleOf: aFish.size)
aFish.physicsBody!.affectedByGravity = false
aFish.physicsBody?.isDynamic=false
aFish.physicsBody!.categoryBitMask = PhysicsCategories.aFish
aFish.physicsBody!.collisionBitMask = PhysicsCategories.None
aFish.physicsBody!.contactTestBitMask = PhysicsCategories.pig
self.addChild(aFish)



let animationDuration:TimeInterval = 12
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to:CGPoint(x:position,y:-800),duration:animationDuration))
aFish.run(SKAction.sequence(actionArray))
}

func didBegin(_ contact: SKPhysicsContact) {
var body1 = SKPhysicsBody()
var body2 = SKPhysicsBody()

if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
body1 = contact.bodyA
body2 = contact.bodyB
}
else{
body1 = contact.bodyB
body2 = contact.bodyA
}

if body1.categoryBitMask == PhysicsCategories.pig && body2.categoryBitMask==PhysicsCategories.aFish
{
body2.node?.removeFromParent()
gameOver()
}
}

enum gameState{
case before
case atGame
case after
}


func gameOver(){
self.removeAllActions()
currentGameState=gameState.after
let changeSceneAction = SKAction.run(changeScene)
let waitToChangeScene = SKAction.wait(forDuration:0.1)
let changeSceneSequence = SKAction.sequence([waitToChangeScene,changeSceneAction])
self.run(changeSceneSequence)



}
func changeScene(){
let newScene = GameOverScene(size:self.size)
newScene.scaleMode = self.scaleMode
let transition = SKTransition.fade(withDuration: 0.1)
self.view!.presentScene(newScene,transition:transition )

}


func touchDown(atPoint pos : CGPoint) {

}

func touchMoved(toPoint pos : CGPoint) {

}

func touchUp(atPoint pos : CGPoint) {

}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {


for touch in (touches ){
let location = touch.location(in: self)
if self.flyingPig.contains(location){
flyingPig.position = location
}
}

}


override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {

for touch in (touches ){
let location = touch.location(in: self)
if flyingPig.contains(location){
flyingPig.position = location
}
}
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {

}

override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}


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


func tick()
{
totalTime+=1

}

}

最佳答案

body1.categoryBitMask == PhysicsCategories.pig && body2.categoryBitMask==PhysicsCategories.aFish

改成这个

let contactMask = bodyA.contact.categoryBitMask || bodyB.contact.categoryBitMask

switch contactMask
case PhysicsCategories.pig || PhysicsCategories.aFish :
// code
default:
break

关于ios - ContactBitMask 指示我的对象发生碰撞,但它们没有,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44074124/

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