我注意到这个问题已经发生在很多人身上。我确保self.physicsWorld.contactDelegate = self
在 didMove 函数中有,但它仍然不起作用。这是我的代码:
class PoolTableScene: SKScene, SKPhysicsContactDelegate {
struct PhysicsCatagory {
static let None : UInt32 = 0 //0
static let OrangeBall : UInt32 = 0b1 //1
static let BlueBall : UInt32 = 0b10 //2
static let PokeBall : UInt32 = 0b100 //3
static let Border : UInt32 = 0b1000 //4
static let All : UInt32 = UInt32.max
}
let ballPoke = SKSpriteNode(imageNamed:"pokeBall")
let ballBlue = SKSpriteNode(imageNamed:"blueBall")
let ballOrange = SKSpriteNode(imageNamed: "orangeBall")
//var lastTouch: CGPoint? = nil
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
//used to set gravity
//creates body for sprite that will lock the objects to a specific area
let sceneBody = SKPhysicsBody(edgeLoopFrom: self.frame)
sceneBody.friction = 0 //This will make the ball bounce naturally off the edges of the scenBody
self.physicsBody = sceneBody // make physics only affect whats in sceneBody - NEED PHYSICS BODY UNLESS IT WON'T BE AFFECTED BY PHYSICS
self.physicsBody?.categoryBitMask = PhysicsCatagory.Border
self.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.OrangeBall | PhysicsCatagory.PokeBall
self.physicsBody?.contactTestBitMask = PhysicsCatagory.None
ballPoke.name = "ballPoke"
ballPoke.size = CGSize(width: 50, height: 50)
ballPoke.anchorPoint = CGPoint(x:0.5, y:0.5)
ballPoke.position = CGPoint(x: self.frame.size.width*0.25, y:self.frame.size.height/2)
ballPoke.zPosition = 100
ballPoke.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
ballPoke.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
ballPoke.physicsBody?.restitution = 1 // sets bounciness of ball
ballPoke.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
ballPoke.physicsBody?.categoryBitMask = PhysicsCatagory.PokeBall
ballPoke.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.Border
ballPoke.physicsBody?.contactTestBitMask = PhysicsCatagory.OrangeBall
self.addChild(ballPoke)
ballBlue.name = "ballBlue"
ballBlue.size = CGSize(width: 50, height: 50)
ballBlue.anchorPoint = CGPoint(x:0.5, y:0.5)
ballBlue.position = CGPoint(x: self.frame.size.width*0.50, y:self.frame.size.height/3)
ballBlue.zPosition = 100
ballBlue.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
ballBlue.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
ballBlue.physicsBody?.restitution = 1 // sets bounciness of ball
ballBlue.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
ballBlue.physicsBody?.categoryBitMask = PhysicsCatagory.BlueBall
ballBlue.physicsBody?.collisionBitMask = PhysicsCatagory.OrangeBall | PhysicsCatagory.PokeBall | PhysicsCatagory.Border
ballBlue.physicsBody?.contactTestBitMask = PhysicsCatagory.None
self.addChild(ballBlue)
ballOrange.name = "ballOrange"
ballOrange.size = CGSize(width: 50, height: 50)
ballOrange.anchorPoint = CGPoint(x:0.5, y:0.5)
ballOrange.position = CGPoint(x: self.frame.size.width*0.75, y:self.frame.size.height/2)
ballOrange.zPosition = 100
ballOrange.physicsBody = SKPhysicsBody(circleOfRadius: 25)//need this so the ball can be affected by physics
ballOrange.physicsBody?.affectedByGravity = true //ball will be affected by gravity determined by the scene's physics
ballOrange.physicsBody?.restitution = 1 // sets bounciness of ball
ballOrange.physicsBody?.linearDamping = 0 //used to set how air resistence will affect ball
ballOrange.physicsBody?.categoryBitMask = PhysicsCatagory.OrangeBall
ballOrange.physicsBody?.collisionBitMask = PhysicsCatagory.BlueBall | PhysicsCatagory.Border
ballOrange.physicsBody?.contactTestBitMask = PhysicsCatagory.PokeBall
self.addChild(ballOrange)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//Finds the position where user touches screen
for touch: AnyObject in touches {
let positionOfTouch = touch.location(in: self)
//drags ball to where user touches screen
let dragBallAction = SKAction.move(to: CGPoint(x: positionOfTouch.x, y: positionOfTouch.y), duration: 0.5)
ballOrange.run(dragBallAction)
}
}
func didBeginContact(contact: SKPhysicsContact) {
print("contact")
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
}
else// else almost never gets called but still add it to function
{
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
//this uses the catagories set up in above struct (1 = Square, 2 = Ball)
if ((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 3)) {
//if the ball contact the square, remove the ball
contactBody2.node!.removeFromParent()
}
}
}