1)我在 SKScene 标头上设置了委托协议:
@interface WorldScene : SKScene <SKPhysicsContactDelegate>
2)我将委托设置为物理世界:
- (id) init
{
self = [super init];
if (self)
{
self.physicsWorld.gravity = CGVectorMake(0,0);
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
return self;
}
3)我设置了我的位掩码:
static const uint32_t playerCategory = 0x1 << 0;
static const uint32_t wallsCategory = 0x1 << 1;
static const uint32_t endCategory = 0x1 << 2;
4)我让我的播放器:
SKSpriteNode *player = [[SKSpriteNode alloc] initWithColor:[SKColor blueColor] size:CGSizeMake(PLAYERSIZE, PLAYERSIZE)];
player.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:player.size];
player.name = @"player";
player.physicsBody.dynamic = YES;
player.physicsBody.categoryBitMask = playerCategory;
player.physicsBody.collisionBitMask = wallsCategory;
player.physicsBody.contactTestBitMask = endCategory;
5)我做我的结束瓷砖:
SKSpriteNode *tile = [[SKSpriteNode alloc] initWithColor: [SKColor whiteColor] size:CGSizeMake(TILESIZE,TILESIZE)];
if ([cell isEnd]){
tile.color = [SKColor greenColor];
tile.name = @"endTile";
tile.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: tile.size];
NSLog(@"END TILE OF SIZE %f x %f", tile.size.width, tile.size.height);
tile.physicsBody.dynamic = YES;
tile.physicsBody.affectedByGravity = NO;
tile.physicsBody.categoryBitMask = endCategory;
tile.physicsBody.collisionBitMask = 0;
tile.physicsBody.contactTestBitMask = playerCategory;
}
6)但这永远不会被调用!:(
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"Touched!");
[self removeAllChildren];
}
我正在做一个迷宫游戏。玩家当前可以与所有墙壁发生碰撞,但我希望游戏在到达最后一个瓷砖时结束。目前,没有调用联系事件。我真的不知道出了什么问题,我将调试器输出设置为显示所有输出(无论如何,如果它到达事件,所有子级都应该被删除)。
为什么