問題是我無法檢測以任何方式我已經在網上我如何正確檢測接觸和碰撞?斯威夫特的iOS SKScene
上發現的碰撞//或接觸這是我的代碼:
我的面具的聲明:
private let ballCategory : UInt32 = 0x1 << 0
private let holeCategory : UInt32 = 0x1 << 1
孔都和球的添加:
func addHole(#size : CGSize) {
let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
let hole = shapedHoles()
let UT = UTIL()
var position:CGFloat
let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)
switch randomPosition{
case 1:
position = CGRectGetMidX(self.frame)
case 2:
position = CGRectGetMidX(self.frame)+size.width
default:
position = CGRectGetMidX(self.frame)-(size.width)
}
var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size)//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)
createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
createdHole.physicsBody?.categoryBitMask = holeCategory
createdHole.physicsBody?.collisionBitMask = 0
createdHole.physicsBody?.contactTestBitMask = ballCategory
createdHole.physicsBody?.affectedByGravity = false
createdHole.physicsBody?.dynamic = false
lastHolePosition = randomPosition
createdHole .runAction(actionMoveDown)
self.addChild(createdHole)
}
func addSphere(){
let mainCharacterController = circle()
let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))
character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
character.physicsBody?.categoryBitMask = ballCategory
character.physicsBody?.collisionBitMask = 0
character.physicsBody?.contactTestBitMask = holeCategory
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
self.addChild(character)
} func addHole(#size : CGSize) {
let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
let hole = shapedHoles()
let UT = UTIL()
var position:CGFloat
let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)
switch randomPosition{
case 1:
position = CGRectGetMidX(self.frame)
case 2:
position = CGRectGetMidX(self.frame)+size.width
default:
position = CGRectGetMidX(self.frame)-(size.width)
}
var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size)//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)
createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
createdHole.physicsBody?.categoryBitMask = holeCategory
createdHole.physicsBody?.collisionBitMask = 0
createdHole.physicsBody?.contactTestBitMask = ballCategory
createdHole.physicsBody?.affectedByGravity = false
createdHole.physicsBody?.dynamic = false
lastHolePosition = randomPosition
createdHole .runAction(actionMoveDown)
self.addChild(createdHole)
}
func addSphere(){
let mainCharacterController = circle()
let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))
character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
character.physicsBody?.categoryBitMask = ballCategory
character.physicsBody?.collisionBitMask = 0
character.physicsBody?.contactTestBitMask = holeCategory
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
self.addChild(character)
}
最後但並非最不重要的didBeginContactMethod
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody!
var secondBody: SKPhysicsBody!
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & holeCategory) != 0 &&
(secondBody.categoryBitMask & ballCategory) != 0 {
println("HO")
}
}
謝謝你,希望你知道發生了什麼,如果你需要任何額外的代碼只是評論它
注意,與collisionBitMask = 0,你將只能收到接觸回調,但機構將通過彼此,即沒有碰撞響應 – LearnCocos2D 2014-10-22 09:27:36