我正在构建一个函数,其中随机变量将在数组中选择4个SKSpritenode中的1个并将其自身分配给它。但是,该随机线尽管按预期显示在屏幕上,但不包含任何Physicalbody属性,因此它不会与其他节点碰撞。下面是我的代码:
func line() {
redLine = SKSpriteNode(imageNamed: "redline")
blueLine = SKSpriteNode(imageNamed: "blueline")
yellowLine = SKSpriteNode(imageNamed: "yellowline")
greenLine = SKSpriteNode(imageNamed: "greenline")
let lineArray = [redLine,blueLine,yellowLine,greenLine]
// Add physics
lineArray[0].physicsBody?.categoryBitMask = gamePhysics.RedLine
lineArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueLine
lineArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowLine
lineArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenLine
for i in 0...3 {
lineArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 10)
lineArray[i].physicsBody?.collisionBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedBall | gamePhysics.BlueBall | gamePhysics.YellowBall | gamePhysics.GreenBall
lineArray[i].physicsBody?.affectedByGravity = false
lineArray[i].physicsBody?.isDynamic = true
}
let randomLine:SKSpriteNode! = lineArray.randomElement()
...
self.addChild(randomLine)
...
randomLine.run(SKAction.sequence([moveLine,delay,removeLine]))
}
所以基本上,当随机线与其他节点碰撞时,什么也没有发生。
这是我的didBegin(联系人)函数:
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == gamePhysics.RedBall && secondBody.categoryBitMask == gamePhysics.RedLine || firstBody.categoryBitMask == gamePhysics.BlueBall && secondBody.categoryBitMask == gamePhysics.BlueLine || firstBody.categoryBitMask == gamePhysics.YellowBall && secondBody.categoryBitMask == gamePhysics.YellowLine || firstBody.categoryBitMask == gamePhysics.GreenBall && secondBody.categoryBitMask == gamePhysics.GreenLine {
currentScore += 1
secondBody.node?.removeFromParent()
print("hit point")
} else if firstBody.categoryBitMask == gamePhysics.RedLine && secondBody.categoryBitMask == gamePhysics.RedBall || firstBody.categoryBitMask == gamePhysics.BlueLine && secondBody.categoryBitMask == gamePhysics.BlueBall || firstBody.categoryBitMask == gamePhysics.YellowLine && secondBody.categoryBitMask == gamePhysics.YellowBall || firstBody.categoryBitMask == gamePhysics.GreenLine && secondBody.categoryBitMask == gamePhysics.GreenBall {
currentScore += 1
firstBody.node?.removeFromParent()
print("hit point")
}
}
任何帮助将不胜感激!编辑:这是球func()。也许SKNode以某种方式包含多个categorybitmask,因此将无法正常工作?
func Ball() {
ballNode = SKNode()
redBall = SKSpriteNode(imageNamed: "redball")
blueBall = SKSpriteNode(imageNamed: "blueball")
yellowBall = SKSpriteNode(imageNamed: "yellowball")
greenBall = SKSpriteNode(imageNamed: "greenball")
let ballArray = [redBall,blueBall,yellowBall,greenBall]
...
// Add physics
ballArray[0].physicsBody?.categoryBitMask = gamePhysics.RedBall
ballArray[1].physicsBody?.categoryBitMask = gamePhysics.BlueBall
ballArray[2].physicsBody?.categoryBitMask = gamePhysics.YellowBall
ballArray[3].physicsBody?.categoryBitMask = gamePhysics.GreenBall
for i in 0...3 {
ballArray[i].physicsBody = SKPhysicsBody(circleOfRadius: 20)
ballArray[i].physicsBody?.collisionBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.contactTestBitMask = gamePhysics.RedLine | gamePhysics.BlueLine | gamePhysics.YellowLine | gamePhysics.GreenLine
ballArray[i].physicsBody?.affectedByGravity = false
ballArray[i].physicsBody?.isDynamic = false
}
ballNode.addChild(redBall)
ballNode.addChild(greenBall)
ballNode.addChild(yellowBall)
ballNode.addChild(blueBall)
self.addChild(ballNode)
}
您还记得在场景内设置联系人代表吗?将这行代码放在didMove(to:)
中:
self.physicsWorld.contactDelegate = self
[如果这不能解决问题,我将使用didBegin
和&&
语句之间的括号使||
中的if条件更加明确。
查看其余的代码,我看不到还有什么可能是错误的,您所做的应能起作用。是否到达了放置在if语句中的print("hit point")
?