好吧,所以我在斯威夫特工作 . 我有2个精灵节点, savior
和 chicken1
. savior
有一个物理体,我就是这样设置的:
var saviorTexture = SKTexture(imageNamed: "1.png")
saviorTexture.filteringMode = SKTextureFilteringMode.Nearest
savior = SKSpriteNode(texture: saviorTexture)
savior.setScale(0.2)
savior.position = CGPoint(x: self.frame.size.width * 0.5, y: self.frame.size.height * 0.2)
savior.physicsBody?.dynamic = true
savior.physicsBody?.allowsRotation = false
savior.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(savior.size.width, savior.size.height))
self.addChild(savior)
chicken1
现在没有物理机构:
var chickenTexture = SKTexture(imageNamed: "block1")
chicken1 = SKSpriteNode(texture: chickenTexture)
chicken1.setScale(0.75)
chicken1.position = CGPoint(x: self.size.width * 0.38, y: self.size.height * 1.2)
self.addChild(chicken1)
我需要知道如何在这些物体之间进行碰撞检测(即,如果救世主和鸡1接触,执行此操作),最好不要使物理体成为物体 .
当我做一个物理身体时,它突然变得不稳定并移动其他物体 .
如果没有一种方法可以在没有物理的情况下进行碰撞检测,我怎样才能使一个不受任何影响的物理体,直接通过其他物理体?
编辑**************
所以我跟着beginner swift sprite kit - node collision detection help (SKPhysicsContact)并且:
- 将我的 class 改为
SKPhysicsContactDelegate
:
class GameScene:SKScene,SKPhysicsContactDelegate {
- 写如下:
self.physicsWorld.contactDelegate = self
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = animalCategory
savior.physicsBody?.collisionBitMask = 0
chicken1.physicsBody?.categoryBitMask = animalCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = 0
func didBeginContact(contact: SKPhysicsContact) {
var saviorPhysics: SKPhysicsBody
var chicken1Physics: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
saviorPhysics = contact.bodyA
chicken1Physics = contact.bodyB
}
else {
saviorPhysics = contact.bodyB
chicken1Physics = contact.bodyA
}
if saviorPhysics.categoryBitMask == 0 && chicken1Physics.categoryBitMask == 1 {
self.chicken1.removeFromParent()
}
}
我运行它并且没有错误,但它不起作用 .
1 回答
您可以使用
categoryBitMask
执行此操作并通过响应SKSceneContactDelegate
来自行处理冲突 .这样,您可以为不同的节点设置不同的类别,并根据需要处理不同类别之间的冲突 .
Tutorial:
http://seodoa.com/2014/04/01/skphysicsbody-react-to-contact-but-not-to-collide/