我正在 Xcode Playground 上工作,但在 SpriteKit 碰撞方面遇到了一些问题。
第一个盒子的质量为 1,第二个盒子的质量为 100000(例如,当后者为 100 时,一切正常)。碰撞是弹性的(restitution
设置为 1),根本没有摩擦或阻尼。
这是我的场景的代码(ColliderType
只是enum
类别的代码):
class GameScene: SKScene {
private var wall: SKSpriteNode!
private var floor: SKSpriteNode!
private var box1: SKSpriteNode!
private var box2: SKSpriteNode!
override func didMove(to view: SKView) {
self.backgroundColor = .white
wall = SKSpriteNode(color: SKColor.black, size: CGSize(width: 10, height: self.frame.height))
wall.position = CGPoint(x: 100, y: self.frame.height/2)
wall.physicsBody = SKPhysicsBody(rectangleOf: wall.frame.size)
wall.physicsBody?.isDynamic = false
floor = SKSpriteNode(color: SKColor.black, size: CGSize(width: self.frame.width, height: 10))
floor.position = CGPoint(x: self.frame.width/2, y: 100)
floor.physicsBody = SKPhysicsBody(rectangleOf: floor.frame.size)
floor.physicsBody?.isDynamic = false
box1 = SKSpriteNode(color: SKColor.black, size: CGSize(width: 100, height: 100))
box1.position = CGPoint(x: 300, y: floor.position.y+box1.size.height/2)
box1.physicsBody = SKPhysicsBody(circleOfRadius: box1.frame.size.width/2)
box2 = SKSpriteNode(color: SKColor.black, size: CGSize(width: 100, height: 100))
box2.position = CGPoint(x: 750, y: floor.position.y+box2.size.height/2)
box2.physicsBody = SKPhysicsBody(circleOfRadius: box2.frame.size.width/2)
self.addChild(wall)
self.addChild(floor)
self.addChild(box1)
self.addChild(box2)
box1.physicsBody?.allowsRotation = false
box2.physicsBody?.allowsRotation = false
box1.physicsBody?.restitution = 1
box2.physicsBody?.restitution = 1
box1.physicsBody?.mass = 1
box2.physicsBody?.mass = 100000
box1.physicsBody?.friction = 0
box2.physicsBody?.friction = 0
box1.physicsBody?.linearDamping = 0
box2.physicsBody?.linearDamping = 0
wall.physicsBody?.categoryBitMask = ColliderType.Wall.rawValue
box1.physicsBody?.categoryBitMask = ColliderType.Box1.rawValue
box2.physicsBody?.categoryBitMask = ColliderType.Box2.rawValue
box1.physicsBody?.collisionBitMask = ColliderType.Wall.rawValue | ColliderType.Floor.rawValue | ColliderType.Box2.rawValue
box2.physicsBody?.collisionBitMask = ColliderType.Floor.rawValue | ColliderType.Box1.rawValue
box1.physicsBody?.contactTestBitMask = ColliderType.Box2.rawValue | ColliderType.Wall.rawValue
box1.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
box2.physicsBody?.velocity = CGVector(dx: -50, dy: 0)
}
}
我尝试过的事情:
- 设置
usesPreciseCollisionDetection = true
在第一个盒子上 - 通过覆盖更新方法自己更新位置并检查碰撞(它没有像 SpriteKit 的引擎那样优化,所以它很慢)
- 使第二个框变慢并设置
physicsWorld.speed
为大于 1 的数字