日志:这里
如果这是一个愚蠢,可怕的问题,请原谅,但我一直坚持下去,无法在任何地方找到答案。我有几个节点:leftMaze、rightMaze 和 player。我试图检测玩家何时与其他两个节点中的任何一个发生碰撞。
请记住,我想实际应用于两个迷宫节点的唯一物理是重力。除此之外,我只希望它们通过播放器。另外,请随时对我的代码提出所有建设性的批评,因为我是新手,想要变得更好!非常感谢大家!
override func didMove(to view: SKView) {
backgroundColor = SKColor.white
// PLAYER CONFIG //
player.xScale = 0.25
player.yScale = 0.25
player.position = CGPoint(x:0,y:0 - (self.frame.height/4))
player.physicsBody = SKPhysicsBody(circleOfRadius: max(player.size.width / 2,
player.size.height / 2))
player.physicsBody!.affectedByGravity = false
player.physicsBody!.collisionBitMask = 0
// SPAWNING GAME OBJECTS //
addChild(player)
// DEBUG //
print(size.width, " / " ,size.height)
print(CGPoint(x: size.width * 0.5 ,y: size.height * 0.1))
timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(createMaze),userInfo:nil, repeats: true)
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node == player && contact.bodyB.node == leftMaze{
print("Left Collision!")
}
}
func createMaze(){
/*-------- Right Maze Init --------*/
// HOW BIG THE RIGHT PART OF THE MAZE IS
let randomNumber = arc4random_uniform(UInt32(self.frame.width * 0.66))
// HOW FAR TO PLACE THE RIGHT PART OF THE MAZE FROM THE RIGHT PART OF THE SCREEN
let distanceRight = self.frame.maxX-CGFloat(randomNumber)
// DEFINITION OF RIGHT MAZE
rightMaze.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: Int(randomNumber), height: mazeHeight), cornerRadius: 0).cgPath
rightMaze.position = CGPoint(x: CGFloat(distanceRight), y: frame.maxY)
rightMaze.fillColor = UIColor.black
//ADDING A PHYSICS BODY AND GRAVITY
rightMaze.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: Int(randomNumber), height: mazeHeight))
rightMaze.physicsBody!.affectedByGravity = true
rightMaze.physicsBody!.collisionBitMask = 0
/*-------- End of Right Maze Init --------*/
/*-------- Left Maze Init --------*/
// WHERE TO PLACE THE LEFT PART OF THE MAZE
let distanceLeft = self.frame.minX
// DEFINITION OF THE LEFT MAZE
leftMaze.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: Int(self.frame.width-CGFloat(randomNumber)-(player.size.width+20)), height: mazeHeight), cornerRadius: 0).cgPath
leftMaze.position = CGPoint(x: CGFloat(distanceLeft), y: frame.maxY)
leftMaze.fillColor = UIColor.black
//ADDING A PHYSICS BODY AND GRAVITY
leftMaze.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: Int(self.frame.width-CGFloat(randomNumber)-(player.size.width+20)), height: mazeHeight))
leftMaze.physicsBody!.affectedByGravity = true
leftMaze.physicsBody!.collisionBitMask = 0
/*-------- End of Left Maze Init --------*/
addChild(rightMaze)
addChild(leftMaze)