1

この問題は多くの人に発生していることに気付きました。didMove 関数に があることを確認しましたがself.physicsWorld.contactDelegate = self 、それでも機能しません。これが私のコードです:

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()


    }


  }

}
4

3 に答える 3

1

同じ問題があり、ContactA と ContactB がどのように機能するかについてあまり詳しくないため、各オブジェクトに名前を付けて、これら 2 つのオブジェクトが衝突するかどうかを確認しました。

func didMoveToView(view: SKView) {

       objectA = self.childNodeWithName("ObjectA") as! SKSpriteNode!
       objectB = self.childNodeWithName("ObjectB") as! SKSpriteNode!
}

 func didBeginContact(contact: SKPhysicsContact) {

        let contactA: SKPhysicsBody = contact.bodyA
        let contactB: SKPhysicsBody = contact.bodyB

        let nodeA = contactA.node as! SKSpriteNode
        let nodeB = contactB.node as! SKSpriteNode

        if nodeA.name == "ObjectA" && nodeB.name == "ObjectB" {

               //do something
        }

    }
于 2016-09-21T02:35:36.883 に答える
1

この質問に関する私の回答を読んでくださいSpriteKit - Making certain SpriteNodes NOT collide without their physical body without disables their physical body衝突と接触の違いを説明しています。

またcheckPhysics()、シーンを分析し、どのノードが他のどのノードと衝突するか、および他のノードに接続するときにどのノードが通知するかを分析する私の機能(ソースは同じ回答にあります)を実装してみてください。

出力は、shape_blueSquare、shape_redCircle、shape_purpleSquare、shape_greenRect および shape_yellowTriangle と呼ばれる 4 つの SKSPriteNodes と、「Screen_edge」と呼ばれる画面の周囲の境界線を使用したphysicsDemo の場合、次のようになります。

Optional("shape_blueSquare") collides with Optional("Screen_edge")
Optional("shape_blueSquare") collides with Optional("shape_redCircle")
Optional("shape_blueSquare") collides with Optional("shape_purpleSquare")
Optional("shape_blueSquare") collides with Optional("shape_greenRect")
Optional("shape_redCircle") collides with Optional("Screen_edge")
Optional("shape_redCircle") collides with Optional("shape_blueSquare")
Optional("shape_redCircle") notifies when contacting Optional("shape_purpleSquare")
Optional("shape_redCircle") collides with Optional("shape_greenRect")
Optional("shape_redCircle") notifies when contacting Optional("shape_greenRect")
Optional("shape_purpleSquare") collides with Optional("Screen_edge")
Optional("shape_purpleSquare") collides with Optional("shape_greenRect")
Category for Optional("shape_greenRect") does not appear to be set correctly as 4294967295
ptional("shape_greenRect") collides with Optional("Screen_edge")
Optional("shape_yellowTriangle") collides with Optional("Screen_edge")
Optional("shape_yellowTriangle") notifies when contacting Optional("shape_redCircle")
Optional("shape_yellowTriangle") collides with Optional("shape_greenRect")
Optional("shape_yellowTriangle") notifies when contacting Optional("shape_greenRect")
于 2016-09-21T08:40:05.117 に答える