2015-04-01 91 views
0

基本上,游戏由玩家在屏幕上移动的篮子组成,游戏的目的是让玩家捕捉从屏幕顶部落下的球。我目前正试图在球和篮子之间增加碰撞检测,但是我们面临的困难是实施这种碰撞检测。我对swift,sprite kit和app开发很陌生,所以请帮助。任何帮助,将不胜感激。我面临的另一个问题是所有的球落在屏幕的中心。一行代码应该执行的时候,球击中篮,然后球应该消失,请帮助,因为我是Spritekit的新手。实现碰撞检测

import SpriteKit 

class GameScene: SKScene { 

var basket = SKSpriteNode() 

let actionMoveRight = SKAction.moveByX(50, y: 0, duration: 0.2) 
let actionMoveLeft = SKAction.moveByX(-50, y: 0, duration: 0.2) 
//let physicsBody = SKPhysicsBody(texture: , size: 3500) 

override func didMoveToView(view: SKView) { 
    /* Setup your scene here */ 

    self.physicsWorld.gravity = CGVectorMake(0.0, -0.5) 
    self.backgroundColor = SKColor.whiteColor() 
    basket = SKSpriteNode(imageNamed: "basket") 
    basket.setScale(0.5) 
    basket.position = CGPointMake(self.size.width/2, self.size.height/8) 
    basket.size.height = 50 
    basket.size.width = 75 
    self.addChild(basket) 

    let updateAction = SKAction.runBlock { 



     var choice = arc4random_uniform(3) 

     switch choice { 
     case 1 : 
      var ball1 = SKSpriteNode(imageNamed: "redBall") 
      ball1.position = CGPointMake(self.size.width/3, self.size.height) 
      ball1.setScale(0.5) 
      ball1.size.height = 20 
      ball1.size.width = 30 
      ball1.physicsBody = SKPhysicsBody(circleOfRadius: ball1.size.height/2.75) 
      ball1.physicsBody!.dynamic = true 
      self.addChild(ball1) 
      println("0") 


     case 0 : 
      var ball2 = SKSpriteNode(imageNamed: "redBall") 
      ball2.position = CGPointMake(self.size.width/5, self.size.height) 
      ball2.setScale(0.5) 
      ball2.size.height = 20 
      ball2.size.width = 30 
      ball2.physicsBody = SKPhysicsBody(circleOfRadius: ball2.size.height/2.75) 
      ball2.physicsBody!.dynamic = true 
      self.addChild(ball2) 
      println("1") 


     case 2 : 
      var ball3 = SKSpriteNode(imageNamed: "redBall") 
      ball3.position = CGPointMake(self.size.width*4/5, self.size.height) 
      ball3.setScale(0.5) 
      ball3.size.height = 20 
      ball3.size.width = 30 
      ball3.physicsBody = SKPhysicsBody(circleOfRadius: ball3.size.height/2.75) 
      ball3.physicsBody!.dynamic = true 
      self.addChild(ball3) 
      println("2") 


     default : 
      println("Problem") 

     } 



    } 

    let waitDuration : NSTimeInterval = 1.0 
    let updateAndWaitAction = SKAction.sequence([updateAction,SKAction.waitForDuration(waitDuration)]) 
    let repeatForeverAction = SKAction.repeatActionForever(updateAndWaitAction) 
    self.runAction(repeatForeverAction) 
} 

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { 
    /* Called when a touch begins */ 

    for touch: AnyObject in touches { 
     let location = touch.locationInNode(self) 
     if location.x > basket.position.x { 
      if basket.position.x < self.frame.maxX { 
       basket.runAction(actionMoveRight) 
      } 
     } 
     else { 
      if basket.position.x > self.frame.minX { 
       basket.runAction(actionMoveLeft) 
      } 
     } 
    } 
} 

override func update(currentTime: CFTimeInterval) { 


} 

}

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http://stackoverflow.com/questions/24169882/how-to-properly-remove-node-当出界限时/ 24195006#24195006 虽然它起初可能看起来并不相关,但它是两个物体接触时如何触发事件的示例。这种方法是在sprite工具包中处理碰撞检测的方法。 RayWenderlich.com有一些易于理解的教程,可以在不到一个小时的时间内完成您的任务。我的答案可以让你既检测到碰撞又可以访问碰撞的两个物体。这可以让你轻松地移除球。 – meisenman 2015-04-01 14:18:18

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请记住,您不会检测到碰撞 - 您会检测到两个SKNode之间的接触。碰撞是由游戏引擎自动处理的,如果你这样设置的话。碰撞检测和接触检测是分开的,真实的事情,它有助于正确地使用术语。不幸的是,其他人所指的是“碰撞检测”意味着SK中的接触检测。 – 2016-07-20 09:44:52

回答

1

现在你有一个通常在用户被录音的东西的情况下使用的代码。您需要使用BodyA & BodyB并为您的节点分配一个位掩码。

self.basket.physicsBody?.categoryBitMask = ColliderType.basket.rawValue 
self.basket.physicsBody?.contactTestBitMask = ColliderType.ball1.rawValue 
self.basket.physicsBody?.collisionBitMask = ColliderType.ball1.rawValue 
self.basket.physicsBody?.contactTestBitMask = ColliderType.ball2.rawValue 
self.basket.physicsBody?.collisionBitMask = ColliderType.ball2.rawValue 
self.basket.physicsBody?.contactTestBitMask = ColliderType.ball3.rawValue 
self.basket.physicsBody?.collisionBitMask = ColliderType.ball3.rawValue 

并且为每个球也做。然后在FUNC didBeginContact你应该说Xcode的做什么,如果你有一个动画或东西:

if (contact.bodyA.categoryBitMask == ColliderType.ball1.rawValue || contact.bodyB.categoryBitMask == ColliderType.ball1.rawValue) { 
     yourGameOverFunc() 
    } 
    if (contact.bodyA.categoryBitMask == ColliderType.ball2.rawValue || contact.bodyB.categoryBitMask == ColliderType.ball2.rawValue) { 
     yourGameOverFunc() 
    } 
    if (contact.bodyA.categoryBitMask == ColliderType.ball3.rawValue || contact.bodyB.categoryBitMask == ColliderType.ball3.rawValue) { 
     yourGameOverFunc() 
    } 
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如何创建类别位,请求和正文A和B – 2015-04-02 18:05:09

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我已经为您做了,只需将该代码粘贴到didBeginContact – Burundanga 2015-04-02 19:58:20