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我正在使用 Sprite Kit 和 Swift 制作游戏,我在屏幕底部有一个 Sprite,从顶部掉落的 Sprite 我想抓住并粘在底部的 Sprite 上,所以我正在尝试使用 SKPhysicsJointFixed但是当物体发生碰撞而不是下落的物体粘在底部的物体上时,它应该抓住并附着它,看起来好像底部的精灵适应了下落精灵的物理特性,然后随着它从屏幕上掉下来。这是我的 didBeginContact 方法中的代码。并且 skewer 是底部 Sprite 的名称,它应该始终位于底部并且不会消失。

    if contact.bodyA.node!.name == "Skewer"
    {
        let boundX = skewer.physicsBody?.node?.position.x
        let fixedJoint = SKPhysicsJointFixed.jointWithBodyA(contact.bodyA.node!.physicsBody, bodyB: contact.bodyB.node!.physicsBody, anchor: CGPoint(x: boundX!, y: boundY))
        physicsWorld.addJoint(fixedJoint)

        //            contact.bodyB.node!.removeFromParent()
    }
    else
    {
        contact.bodyA!.node!.removeFromParent()
    }

和底部屏幕精灵的物理在这里

func makeSkewer()

{
    skewer.name = "Skewer"

    skewer.position = CGPoint(x: size.width * 0.5, y: size.height * 0.244)

    skewer.physicsBody = SKPhysicsBody(rectangleOfSize: skewer.size)
    skewer.physicsBody?.affectedByGravity = false
    skewer.physicsBody?.categoryBitMask = kSkewerCategory
    skewer.physicsBody?.contactTestBitMask = kFoodCategory
    skewer.physicsBody?.collisionBitMask = kSceneEdgeCategory

    addChild(skewer)
}

和坠落精灵的物理在这里

func random() ->CGFloat
{
    return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}

func random(#min: CGFloat,max: CGFloat) -> CGFloat
{
    return random() * (max - min) + min
}

func addFood()
{
    let randomCatchIndex = Int(arc4random_uniform(UInt32(foods.count)))
    let food = SKSpriteNode(imageNamed: foods[randomCatchIndex])
    let actualX = random(min: food.size.width/2, max: size.width - food.size.width/2)
    let actualDuration = random(min: CGFloat(1.5), max: CGFloat(8.0))
    let actionMove = SKAction.moveTo(CGPoint(x: actualX, y: -food.size.height/2), duration: NSTimeInterval(actualDuration))
    let actionMoveDone = SKAction.removeFromParent()


    food.physicsBody = SKPhysicsBody(rectangleOfSize: food.size)
    food.position = CGPoint(x: actualX, y: size.height + food.size.height/2)

    food.physicsBody?.categoryBitMask = kFoodCategory
    food.physicsBody?.contactTestBitMask = kSkewerCategory
    food.physicsBody?.collisionBitMask = 0x0
    food.physicsBody?.dynamic = true
    food.runAction(SKAction.sequence([actionMove, actionMoveDone]))

    addChild(food)

}
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1 回答 1

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将串设置为没有动态物理。您目前所拥有的是它不受重力影响,并且一旦它锁定食物(向下移动并具有动量),串就会随之移动。

在创建串的过程中,运行以下行:

skewer.physicsBody?.dynamic = false

您现在也可以忽略它,affectedByGravity因为它只会影响动态对象。

于 2015-08-19T22:35:24.450 回答