在我的游戏中,我有飞机在移动。在我的游戏中,我想让任何一架飞机与另一架相撞,它打印“游戏结束”。我已经把SKPhysicsContactDelegate添加到我的游戏中了。我在飞机上加了一个物理体。然后,我将这个函数添加到我的didMoveToView函数中:
func didBegin(_ contact: SKPhysicsContact){
print("Game over")
}现在,当我运行我的游戏,飞机相撞,没有任何打印到控制台。我如何更改我的代码,以便如果任何飞机与另一架飞机相撞(有超过2),它打印游戏到控制台?
编辑:我已经把物理世界的联系代表设置为self。我没有调用这个函数-我必须这样做吗?我认为这个函数在场景中发生冲突时运行。
这是我的代码:
//
// GameScene.swift
// PlaneGame
//
// Created by Lucas Farleigh on 09/04/2017.
// Copyright © 2017 Farleigh Tech. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
private let Background = SKSpriteNode(imageNamed: "Background")
private let PlaneRed = SKSpriteNode(imageNamed: "PlaneRed")
private let PlaneBlue = SKSpriteNode(imageNamed: "PlaneBlue")
private let PlaneRed2 = SKSpriteNode(imageNamed: "PlaneRed2")
private let PlaneBlue2 = SKSpriteNode(imageNamed: "PlaneBlue2")
private let StartButton = SKLabelNode(fontNamed: "Chalkduster")
private let Trail = SKSpriteNode(imageNamed: "BlueTrail")
private let Center = SKNode()
private let Center2 = SKNode()
var GameHasStarted = false
override func didMove(to view: SKView) {
//Defining the position,size and ZPosition for the background
Background.position = CGPoint(x:self.frame.midX / 2,y: self.frame.midY)
Background.xScale = 10.0
Background.yScale = 10.0
Background.zPosition = -10
addChild(Background)
//Defining a start button - will be used later as a button
StartButton.position = CGPoint(x:self.frame.midX,y:self.frame.minY + 100)
StartButton.text = "Tap Anywhere To Start"
StartButton.fontSize = 50.0
StartButton.name = "StartButton"
addChild(StartButton)
//Setting the planered position and size up for the plane, ready to start the game
PlaneRed.position = CGPoint(x:self.frame.midX - 250,y: self.frame.midY)
PlaneRed.xScale = 0.13
PlaneRed.yScale = 0.13
PlaneRed.zPosition = 10
//Setting the planeblue position and size up for the plane, ready to start the game
PlaneBlue.position = CGPoint(x:self.frame.midX + 250,y: self.frame.midY)
PlaneBlue.xScale = 0.13
PlaneBlue.yScale = -0.13
PlaneBlue.zPosition = 10
//Setting the planered position and size up for the plane, ready to start the game
PlaneRed2.position = CGPoint(x:self.frame.midX,y: self.frame.midY + 250)
PlaneRed2.xScale = -0.13
PlaneRed2.yScale = 0.13
PlaneRed2.zPosition = 10
//Setting the planeblue position and size up for the plane, ready to start the game
PlaneBlue2.position = CGPoint(x:self.frame.midX,y: self.frame.midY - 250)
PlaneBlue2.xScale = 0.13
PlaneBlue2.yScale = 0.13
PlaneBlue2.zPosition = 10
//Making the trail
Trail.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
Trail.xScale = 1.08
Trail.yScale = 1.08
addChild(Trail)
//In order to rotate the planes around a point, we must create the point as an SKNode, and make the planes a child of the point
//The point then rotates bringing the planes with it
//Setting up the point where the plane will rotate around
Center.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
addChild(Center)
Center2.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
addChild(Center2)
Center.addChild(PlaneRed)
Center.addChild(PlaneBlue)
Center2.addChild(PlaneRed2)
Center2.addChild(PlaneBlue2)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//ADDING PHYSICS TO PLANES
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Defining the red planes physics body
PlaneRed.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed.size)
PlaneRed2.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed2.size)
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector.zero
func didBegin(contact: SKPhysicsContact){
print("Game over")
}
}
func Start(){
//Defining an SKAction for the plane to orbit the center
let OrbitCenter = SKAction.rotate(byAngle: CGFloat(-2), duration: 3.8)
let Orbit = SKAction.repeatForever(OrbitCenter)
//Creating the action for the center 2 to rotate anti clockwise
let AntiOrbitCenter = SKAction.rotate(byAngle: CGFloat(2), duration: 3.8)
let AntiOrbit = SKAction.repeatForever(AntiOrbitCenter)
//Running the SKAction on the plane
Center.run(Orbit)
Center2.run(AntiOrbit)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?){
for touch in touches{
//Setting up the touch settings - these two variables store the nodes that the user has touched by first defining the location and then checking for nodes at this location
let location = touch.location(in: self)
let node = self.atPoint(location)
if GameHasStarted == false{
Start()
GameHasStarted = true
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}发布于 2017-04-23 15:38:43
第一
您的didBegin功能需要位于didMove功能之外。
override func didMove(to view: SKView) {
}
func didBegin(_ contact: SKPhysicsContact) {
print("Game over")
}第二
你需要为你的物体设置一些物理类别,这样它们才能知道它们能与什么碰撞,它们能通过什么,什么碰撞不重要。您可以将它放在类声明之外。
//Game Physics
struct PhysicsCategory {
static let plane: UInt32 = 0x1 << 0
static let plane2: UInt32 = 0x1 << 1
static let obstacle: UInt32 = 0x1 << 2
}第三
你需要把那些物理装饰品添加到你的对象中。
//Defining the red planes physics body
PlaneRed.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed.size)
PlaneRed.physicsBody?.categoryBitMask = PhysicsCategory.plane
PlaneRed.physicsBody?.collisionBitMask = PhysicsCategory.plane
PlaneRed.physicsBody?.contactTestBitMask = PhysicsCategory.plane
PlaneRed.physicsBody?.isDynamic = true
PlaneRed2.physicsBody = SKPhysicsBody(rectangleOf: PlaneRed2.size)
PlaneRed2.physicsBody?.categoryBitMask = PhysicsCategory.plane
PlaneRed2.physicsBody?.collisionBitMask = PhysicsCategory.plane
PlaneRed2.physicsBody?.contactTestBitMask = PhysicsCategory.plane
PlaneRed2.physicsBody?.isDynamic = true
PlaneBlue.physicsBody = SKPhysicsBody(rectangleOf: PlaneBlue.size)
PlaneBlue.physicsBody?.categoryBitMask = PhysicsCategory.plane
PlaneBlue.physicsBody?.collisionBitMask = PhysicsCategory.plane
PlaneBlue.physicsBody?.contactTestBitMask = PhysicsCategory.plane
PlaneBlue.physicsBody?.isDynamic = true
PlaneBlue2.physicsBody = SKPhysicsBody(rectangleOf: PlaneBlue2.size)
PlaneBlue2.physicsBody?.categoryBitMask = PhysicsCategory.plane
PlaneBlue2.physicsBody?.collisionBitMask = PhysicsCategory.plane
PlaneBlue2.physicsBody?.contactTestBitMask = PhysicsCategory.plane
PlaneBlue2.physicsBody?.isDynamic = true
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector.zerohttps://stackoverflow.com/questions/43569782
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