问题
Collision detection is pretty simple in Swift - yet on this particular project, body collision is not triggering the didBeginContact
event as usual.
Here is my checklist for two bodies colliding (using soldiers and bullets):
- Add
SKPhysicsContactDelegate
to the class. - set the physicsWorld appropriately, usually:
self.physicsWorld.contactDelegate = self
- Create categories for each group of nodes you will have. E.g.
let bulletCategory = 0x1 << 0
- Create SKNodes for each bullet and soldier.
- Give each bullet and soldier a physics body with a matching shape.
- Set each bullet's categoryBitMask to the
bulletCategory
(soldiers are set to soldierCategory). - Set each bullet's contactBitMask to the
soldierCategory
(soldiers are set to bulletCategory). - Define
didBeginContact()
handler.
Below is my complete code. It is a minimal ~20 line "Hello World" for collision.
If you create a new "Game" and copy paste this into the GameScene.swift, it will run, just no collision events will be fired.
//
// GameScene.swift
// Thesoldier
//
// Created by Donald Pinkus on 12/19/14.
// Copyright (c) 2014 Don Pinkus. All rights reserved.
//
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var soldier = SKShapeNode(circleOfRadius: 40)
let soldierCategory:UInt32 = 0x1 << 0;
let bulletCategory:UInt32 = 0x1 << 1;
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
// THE soldier
soldier.fillColor = SKColor.redColor()
soldier.position = CGPoint(x: CGRectGetMidX(self.frame), y: 40)
soldier.physicsBody = SKPhysicsBody(circleOfRadius: 20)
soldier.physicsBody!.dynamic = false
soldier.physicsBody!.categoryBitMask = soldierCategory
soldier.physicsBody!.contactTestBitMask = bulletCategory
soldier.physicsBody!.collisionBitMask = 0
// bulletS
var timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("makeBullet"), userInfo: nil, repeats: true)
self.addChild(soldier)
}
func makeBullet() {
var bullet = SKShapeNode(rect: CGRect(x: CGRectGetMidX(self.frame), y: self.frame.height, width: 10, height: 40), cornerRadius: CGFloat(0))
bullet.fillColor = SKColor.redColor()
bullet.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 10, height: 40))
bullet.physicsBody?.dynamic = false
bullet.physicsBody?.categoryBitMask = bulletCategory
bullet.physicsBody?.contactTestBitMask = soldierCategory
bullet.physicsBody?.collisionBitMask = soldierCategory
var movebullet = SKAction.moveByX(0, y: CGFloat(-400), duration: 1)
var movebulletForever = SKAction.repeatActionForever(movebullet)
bullet.runAction(movebulletForever)
self.addChild(bullet)
}
func didBeginContact(contact: SKPhysicsContact) {
println("CONTACT")
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
回答1:
Here are a few items missing from your checklist:
- One of the physics bodies must be dynamic
The physics bodies must be moved by a force/impulse or by setting their velocities- The positions of the physics bodies should match their corresponding sprite/shape nodes
For (2), you are moving each bullet by changing its position over time with an SKAction
.
For (3), the position of each bullet starts at (0, 0), while the shape is drawn at the top-center of the scene. Since the physics body is centered at the shape node's position, there is a mismatch between the locations of the shape and the physics body; the bullet's physics body never makes contact with the soldier. To resolve this, try
var bullet = SKShapeNode(rectOfSize: CGSizeMake(10, 40))
bullet.position = CGPointMake(self.size.width/2.0, self.size.height)
Also, the physics body of the soldier is half the radius of its shape.
来源:https://stackoverflow.com/questions/27576149/detect-collision-between-two-objects-in-swift