我想在我的应用程序中检测两个对象之间的接触。我有一个enum
定义不同的类型:
enum ColliderType: UInt32 {
case Ball = 0b010
case Object = 0b001
case Gap = 0b100
}
我还添加SKPhysicsContactDelegate
到我的SKView
:
中didMoveToView
,我有
self.physicsWorld.contactDelegate = self
所以这是我定义的对象
ball = SKSpriteNode(texture: ballTexture)
ball.position = CGPoint(x: CGRectGetMidX(self.frame) - self.frame.width/12, y: self.frame.size.height - (self.frame.size.height - 100))
ball.physicsBody = SKPhysicsBody(circleOfRadius: ballTexture.size().height)
ball.physicsBody!.dynamic = false
ball.physicsBody?.allowsRotation = false
ball.physicsBody!.categoryBitMask = ColliderType.Ball.rawValue
ball.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
ball.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let boxTexture = SKTexture(imageNamed: "Obstacle.png")
let box1 = SKSpriteNode(texture: boxTexture)
box1.size = CGSizeMake(self.frame.width/4, self.frame.width/8)
box1.runAction(moveAndRemoveBoxes)
box1.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
box1.physicsBody!.dynamic = false
box1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
box1.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
box1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
let gap = SKSpriteNode()
gap.size = box1.size
gap.physicsBody = SKPhysicsBody(rectangleOfSize: box1.size)
gap.physicsBody!.dynamic = false
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.contactTestBitMask = ColliderType.Ball.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
在didBeginContact
我的功能中:
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
print("score")
score++
scoreLabel.text = String(score)
} else {
if gameOver == false {
gameOver = true
self.speed = 0
}
}
}
如果您点击屏幕,球对象会从屏幕的一半跳到另一个,并且名为 box1 的对象正在屏幕的一半上“下落”,并且“不可见”的间隙可以检测玩家是否在没有与盒子碰撞的情况下通过位于屏幕的另一半。所以我想检测球是否触及间隙,以便球员得分,否则球与盒子碰撞