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swift - 如何禁用两个 SKSpriteNode 之间的接触?

转载 作者:行者123 更新时间:2023-11-30 13:40:21 24 4
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出于某种原因,在下面的代码中,敌方细菌在相互接触时移动了食物(豌 bean )。我没有对它们进行编码来测试彼此的联系。有什么帮助吗?我正在努力使两种类型的 Sprite 不可能发生碰撞。

import SpriteKit
var apple=SKSpriteNode()

class GameScene: SKScene, SKPhysicsContactDelegate {
var bg=SKSpriteNode()
var peas=SKSpriteNode()
var bacteria=SKSpriteNode()
var bactys_Y=[SKSpriteNode]()
var bactys_X=[SKSpriteNode]()
var border=CGRect()
// var gandolf=SKSpriteNode()
enum ColliderType:UInt32{
case Bug=1
case Food=2
case Enemy=4
case Gandolf=8
}

override func didMoveToView(view: SKView) {
border=CGRect(x: 0, y: self.frame.height, width: self.frame.width, height: self.frame.height-200)
//gandolf.physicsBody=SKPhysicsBody(edgeLoopFromRect: border)
let bactPic=SKTexture(imageNamed: "bacteria.png")
/* Setup your scene here */
//bg info
self.physicsWorld.contactDelegate=self
let bg_texture=SKTexture(imageNamed: "wood-texture-pattern.jpg")
bg=SKSpriteNode(texture: bg_texture)
bg.position=CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
bg.size.height=self.frame.height
bg.size.width=self.frame.width
// self.addChild(bg)
//bug info
let applePic=SKTexture(imageNamed:"bug.png")
apple=SKSpriteNode(texture:applePic)
apple.position=CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))

print(self.frame.width)
// let bactPic=SKTexture(imageNamed: "bacteria.png")
//peas info
let peas_texture=SKTexture(imageNamed: "peas.png")
peas=SKSpriteNode(texture: peas_texture)
// peas.position=CGPointMake(200,300)
peas.physicsBody=SKPhysicsBody(circleOfRadius: peas_texture.size().width/4)
apple.physicsBody=SKPhysicsBody(circleOfRadius:applePic.size().width/2)
peas.physicsBody?.affectedByGravity=false
apple.physicsBody?.affectedByGravity=false
bg.zPosition=1
apple.zPosition=2
peas.zPosition=3
apple.physicsBody!.categoryBitMask=ColliderType.Bug.rawValue
apple.physicsBody!.contactTestBitMask=ColliderType.Food.rawValue
peas.physicsBody!.categoryBitMask=ColliderType.Food.rawValue
peas.physicsBody!.contactTestBitMask=ColliderType.Bug.rawValue
bacteria.physicsBody=SKPhysicsBody(circleOfRadius: bactPic.size().width*0.06/2)
bacteria.physicsBody!.categoryBitMask=ColliderType.Enemy.rawValue
bacteria.physicsBody!.contactTestBitMask=ColliderType.Bug.rawValue
// gandolf.physicsBody?.categoryBitMask=ColliderType.Gandolf.rawValue
// gandolf.physicsBody?.categoryBitMask=ColliderType.Enemy.rawValue
peas.setScale(0.4)
apple.setScale(0.5)
// bacteria info
// gandolf.color=UIColor.blackColor()
// self.addChild(gandolf)


self.addChild(apple)
// self.addChild(peas)
_=NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: Selector("spawnBacteria"), userInfo: nil, repeats: true)
spawnBacteria()
spawnFood()


}
func didBeginContact(contact: SKPhysicsContact) {
// peas.removeFromParent()
// spawnFood()
let first=contact.bodyA
let second=contact.bodyB
if first.categoryBitMask==ColliderType.Bug.rawValue || second.categoryBitMask==ColliderType.Bug.rawValue{
if first.categoryBitMask==ColliderType.Food.rawValue || second.categoryBitMask==ColliderType.Food.rawValue{
peas.removeFromParent()
spawnFood()
}
}
if first.categoryBitMask==ColliderType.Bug.rawValue || second.categoryBitMask==ColliderType.Bug.rawValue{
if first.categoryBitMask==ColliderType.Enemy.rawValue || second.categoryBitMask==ColliderType.Enemy.rawValue{
print("DEATH")
}
}

}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */


}

override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
// print("x: "+String(apple.position.x))
// print("y: "+String(apple.position.y))
for node:SKSpriteNode in bactys_X{
if node.position.x<=0{
print("collide")
node.physicsBody?.velocity=CGVector(dx:0, dy:0)
node.physicsBody?.applyImpulse(CGVector(dx:6, dy:0))
}else if node.position.x>=self.frame.size.width-3{
node.physicsBody?.velocity=CGVector(dx:0,dy:0)
node.physicsBody?.applyImpulse(CGVector(dx:-6,dy:0))
}
}
for node:SKSpriteNode in bactys_Y{
if node.position.y>=self.frame.size.height-3{
node.physicsBody?.velocity=CGVector(dx:0,dy:0)
node.physicsBody?.applyImpulse(CGVector(dx:0,dy:-6))
}else if node.position.y<=200{
node.physicsBody?.velocity=CGVector(dx:0,dy:0)
node.physicsBody?.applyImpulse(CGVector(dx:0,dy:6))
}
}
}
func spawnFood(){
let peas_texture=SKTexture(imageNamed: "peas.png")
peas=SKSpriteNode(texture: peas_texture)
peas.physicsBody=SKPhysicsBody(circleOfRadius: peas_texture.size().width/4)
peas.zPosition=3
peas.physicsBody?.affectedByGravity=false
peas.physicsBody?.categoryBitMask=ColliderType.Food.rawValue
peas.physicsBody?.contactTestBitMask=ColliderType.Bug.rawValue
let x=CGFloat(arc4random_uniform(UInt32(self.frame.size.width-40)+20))
let y=CGFloat(arc4random_uniform(UInt32(self.frame.size.height-20-200))+200)
//print(self.frame.size.width)
print("height: "+String(self.frame.size.height))
print("x: "+String(x))
print("y: "+String(y))
peas.position=CGPointMake(x,y)
peas.setScale(0.4)
self.addChild(peas)
}
func spawnBacteria(){
let bactPic=SKTexture(imageNamed: "bacteria.png")
bacteria=SKSpriteNode(texture: bactPic)
bacteria.physicsBody=SKPhysicsBody(circleOfRadius: bactPic.size().width*0.06/2)
bacteria.physicsBody?.affectedByGravity=false
bacteria.physicsBody?.categoryBitMask=ColliderType.Enemy.rawValue
bacteria.physicsBody?.contactTestBitMask=ColliderType.Bug.rawValue
// bacteria.physicsBody?.contactTestBitMask=ColliderType.Gandolf.rawValue
bacteria.zPosition=4
let x=CGFloat(arc4random_uniform(UInt32(self.frame.size.width-40)+20))
let y=CGFloat(arc4random_uniform(UInt32(self.frame.size.height-20-200))+200)
bacteria.position=CGPointMake(x,y)
bacteria.setScale(0.06)
let decide=Int(arc4random_uniform(3))

self.addChild(bacteria)
if decide==0{
//move left
// let move=SKAction.moveByX(-6, y: 0, duration: 0.1)
// let start=SKAction.repeatActionForever(move)
//bacteria.runAction(start)
bacteria.physicsBody?.applyImpulse(CGVector(dx: -6,dy: 0))
bactys_X.append(bacteria)

}else if decide==1{
//move right
// let move=SKAction.moveByX(6, y: 0, duration: 0.1)
// let start=SKAction.repeatActionForever(move)
// bacteria.runAction(start)
bacteria.physicsBody?.applyImpulse(CGVector(dx: 6, dy: 0))
bactys_X.append(bacteria)
}else if decide==2{
//move up
// let move=SKAction.moveByX(0, y: 6, duration: 0.1)
// let start=SKAction.repeatActionForever(move)
// bacteria.runAction(start)
bacteria.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 6))
bactys_Y.append(bacteria)
}else{
//move down
// let move=SKAction.moveByX(0, y: -6, duration: 0.1)
// let start=SKAction.repeatActionForever(move)
// bacteria.runAction(start)
bacteria.physicsBody?.applyImpulse(CGVector(dx: 0,dy: -6))
bactys_Y.append(bacteria)
}


}
}

最佳答案

默认情况下,物理体的碰撞位掩码设置为 0xFFFFFFFF(与所有对象交互),其动态属性设置为 true。查看您的代码,似乎您尚未设置它们,因此它使用默认值。

您必须设置这些属性才能达到您想要的结果

...physicsBody.dynamic = false
...physicsBody.collisionBitMask = //set to something

关于swift - 如何禁用两个 SKSpriteNode 之间的接触?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35640272/

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