这是我第一次用iOS制作游戏,所以很自然地我遇到了几个问题。我已经设法解决了这些问题,但现在说到马里奥和管道之间的碰撞部分,我遇到了一些麻烦:
实际发生的情况:
未检测到任何碰撞。
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var mario = SKSpriteNode()
enum ColliderType: UInt32 {
case Mario = 1
case Object = 2
}
func addPipes() {
let pipetexture = SKTexture(imageNamed: "pipes")
let pipes = SKSpriteNode(texture: pipetexture)
let setScale = CGFloat(arc4random_uniform(19) + 15)
pipes.setScale(setScale)
pipes.position = CGPoint(x: self.frame.maxX, y: self.frame.minY)
let movePipes = SKAction.move(by: CGVector(dx: -5 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width/100))
let removePipes = SKAction.removeFromParent()
let moveAndRemovePipes = SKAction.sequence([movePipes, removePipes])
pipes.zPosition = +1
pipes.physicsBody = SKPhysicsBody(rectangleOf: pipes.size)
pipes.physicsBody!.isDynamic = false
pipes.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipes.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipes.physicsBody!.collisionBitMask = ColliderType.Mario.rawValue
self.addChild(pipes)
pipes.run(moveAndRemovePipes)
}
func didBegin(_ contact: SKPhysicsContact) {
print("contact")
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
_ = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.addPipes), userInfo: nil, repeats: true)
let marioTexture = SKTexture(imageNamed: "mariorun0.png")
let marioTexture2 = SKTexture(imageNamed: "mariorun1.png")
let marioTexture3 = SKTexture(imageNamed: "mariorun2.png")
let animation = SKAction.animate(with: [marioTexture, marioTexture2, marioTexture3], timePerFrame: 0.1)
let makeMarioRun = SKAction.repeatForever(animation)
mario = SKSpriteNode(texture: marioTexture)
mario.setScale(10)
mario.position = CGPoint(x: -(self.frame.size.width/3.5), y: -(self.frame.size.height/2.8))
mario.run(makeMarioRun)
mario.physicsBody = SKPhysicsBody(rectangleOf: mario.size)
mario.physicsBody!.isDynamic = false
mario.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
mario.physicsBody!.categoryBitMask = ColliderType.Mario.rawValue
mario.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(mario)
addPipes()
mario.zPosition = +2
}
}
我已经尝试将两个精灵的z位置设置为相同的值,但没有任何运气。
我最初担心的是图像太小,因此碰撞几乎无法检测到。但是,由于我正在放大两个节点,并使用放大图像的物理体,因此不会出现问题,但这也没有帮助。