初学者 swift sprite 工具包 - 节点碰撞检测帮助 (SKPhysicsContact) [英] beginner swift sprite kit - node collision detection help (SKPhysicsContact)
问题描述
我希望一个精灵在触摸另一个精灵时自行删除.现在,当他们接触时,他们只是互相推动.
I want a sprite to delete itself when touching another sprite. Right now when they touch, they just push each other.
我有这个:
let alphaCategory: UInt32 = 0x1 << 0
let betaCategory: UInt32 = 0x1 << 1
我使精灵动态化,不受重力影响
I made the sprites dynamic and not affected by gravity
self.physicsworld.contactDelegate = self
alpha.physicsBody?.categoryBitMask = alphaCategory
alpha.physicsBody?.contactTestBitmask = betaCategory
和
beta.physicsBody?.categoryBitMask = betaCategory
beta.physicsBody?.contactTestBitmask = alphaCategory
我在 swift 中找不到任何对我有意义的东西,但我认为问题就在这里
I couldn't find anything in swift that made sense to me, but I think the problem is here
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.BodyB
beta.removeFromParent()
}
}
推荐答案
首先你应该设置你的 firstBody &secondBody 的顺序为他们的碰撞位掩码:
First you should set your firstBody & secondBody to the order of their collisionBitMask:
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask=0 && secondBody.categoryBitMask=1 {
secondBody.removeFromParent()
}
这将防止您的精灵与任何东西(包括彼此)发生碰撞.在设置其他 BitMask 属性的位置设置此项:
This will prevent your sprites from colliding with anything (including each other). Set this where you set the other BitMask properties:
alpha.physicsBody.collisionBitMask = 0
beta.physicsBody.collisionBitMask = 0
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