如何在 Swift 3.0 中使用物理体
How To Use Physics Body In Swift 3.0
我正在为学校编写一个简单的 Space Invaders 类型的游戏。我想使用 Swift 中包含的物理属性进行碰撞检测,但我 运行 遇到了一些麻烦。尽管我已经多次编写并重新阅读代码,但它根本不起作用。没有错误,也没有任何结果。由于代码在我的文件中相当分散,我在下面包含了我的整个 GameScene 页面。非常感谢任何帮助,在此先感谢您。
// --------------------------------------------------------
// | Space Invasion. |
// | Created by Kyle Herrmann on 2017-04-05. |
// | Copyright © 2017 Kyle Herrmann. All rights reserved. |
// --------------------------------------------------------
//Import the essentials.
import SpriteKit
import GameplayKit
enum BodyType:UInt32 {
case userShipBody = 1
case alienBody = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
//Variables and Declarations.
//UserShip Variables.
let moveLeft: SKAction = SKAction.moveBy(x: -20, y: 0, duration: 0.1)
let moveRight: SKAction = SKAction.moveBy(x: 20, y: 0, duration: 0.1)
var userShipSprite: SKNode = SKNode()
var tapDetect: Bool = false
var posX = CGFloat()
var posY = CGFloat()
//Sprite Variables.
var xSpeed = CGFloat(3.5)
var ySpeed = CGFloat(3.5)
let alienMoveLeft: SKAction = SKAction.moveBy(x: -3, y: 0, duration: 0.1)
let alienMoveRight: SKAction = SKAction.moveBy(x: 3, y: 0, duration: 0.1)
let alienMoveDown: SKAction = SKAction.moveBy(x: 0, y: -4.5, duration: 0.1)
let classicAlien = SKSpriteNode(texture: SKTexture(imageNamed: "ClassicAlien"))
var aliens = [SKSpriteNode]()
var alienAmount = 6
var displayAliens = true
var xAliens = -300
var yAliens = 520
var rowCount = 5
var indexMoving = 0
//Life Variables.
var lblLife = SKLabelNode()
var lifeCounter = 3
//Detect and Save User Tap Location.
func touchDown(atPoint pos : CGPoint) {
tapDetect = true
posX = pos.x
posY = pos.y
}
//Grab our object(s).
override func didMove(to view: SKView) {
//Life Count Declaration.
lblLife = self.childNode(withName: "lblLife") as! SKLabelNode!
//User Ship.
for node in self.children {
if (node.name == "userShip") {
userShipSprite = node
}
//Set up user ship body for physics.
self.physicsWorld.contactDelegate = self
userShipSprite.physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
}
//Add and display given amount of aliens.
for index in 0...alienAmount - 1 {
aliens.append(SKSpriteNode(texture: SKTexture(imageNamed: "ClassicAlien")))
//Location
let newPosition = CGPoint(x: CGFloat(xAliens), y: CGFloat(yAliens))
xAliens += 120
aliens[index].position = newPosition
//Display
self.addChild(aliens[(index)])
//Set up physics body
aliens[index].physicsBody?.categoryBitMask = BodyType.alienBody.rawValue
//New Row
if index >= rowCount {
xAliens = -300
yAliens -= 100
rowCount += 6
}
}
}
//Physics collision and so forth.
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == BodyType.userShipBody.rawValue && contact.bodyB.categoryBitMask == BodyType.alienBody.rawValue {
print("Death Detected")
//Change Life.
lifeCounter -= 1
lblLife.text = "Lives:\(lifeCounter)"
}
else if contact.bodyB.categoryBitMask == BodyType.userShipBody.rawValue && contact.bodyA.categoryBitMask == BodyType.alienBody.rawValue {
print("Death Detected")
//Change Life.
lifeCounter -= 1
lblLife.text = "Lives:\(lifeCounter)"
}
}
//Detect Touch Release.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
tapDetect = false
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
//Alien Movement.
if userShipSprite.position.y < aliens[indexMoving].position.y { //Bottom of Map.
aliens[indexMoving].run(alienMoveDown)
}
if userShipSprite.position.x > aliens[indexMoving].position.x { //Right Side of Map.
aliens[indexMoving].run(alienMoveRight)
}
if userShipSprite.position.x < aliens[indexMoving].position.x { //Left Side of Map.
aliens[indexMoving].run(alienMoveLeft)
}
//Check for next alien.
if aliens[indexMoving].position.y < userShipSprite.position.y {
aliens[indexMoving].removeFromParent()
indexMoving += 1
//Check for end game.
if indexMoving > alienAmount {
xSpeed += 1
ySpeed += 1
alienAmount += 6
}
}
//Ship Movement.
if tapDetect == true {
//Prevent off screen movement (Right side)
if userShipSprite.position.x > 200 {
userShipSprite.run(moveLeft)
}
//Prevent off screen movement (Left side)
else if userShipSprite.position.x < -200 {
userShipSprite.run(moveRight) }
//Ship movement.
if posX > 0 && posY < -300 {
userShipSprite.run(moveRight)
}
else if posX < 0 && posY < -300 {
userShipSprite.run(moveLeft)
}
}
}
// We ain't using this stuff right now.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
} //End of Class.
我已经浏览了代码。看起来不错。您只需要少量代码即可提供接触位掩码和碰撞位掩码。所以在
userShipSprite.physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
添加下面的代码
userShipSprite.physicsBody?.collisionBitMask = BodyType.alienBody.rawValue
userShipSprite.physicsBody?.contactTestBitMask = BodyType.alienBody.rawValue
AND 对于外星人
aliens[index].physicsBody?.categoryBitMask = BodyType.alienBody.rawValue
添加下面的代码,因为你希望它碰撞并检测接触。
aliens[index].physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
aliens[index].physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
希望这能提供问题的答案
编辑:
这是您可以尝试的示例项目
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let newDot1 = SKSpriteNode(imageNamed: "Spaceship")
let newDot2 = SKSpriteNode(imageNamed: "Spaceship")
var reset = false
enum categoryBit: UInt32 {
case ball = 1
case ball2 = 2
}
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0, dy: -0.3)
newDot2.setScale(0.3)
newDot2.name = "dot1"
newDot2.position = CGPoint(x: frame.midX, y: frame.maxY)
newDot2.physicsBody = SKPhysicsBody(circleOfRadius: newDot2.size.width/2)
newDot2.physicsBody?.categoryBitMask = categoryBit.ball.rawValue
newDot2.physicsBody?.collisionBitMask = categoryBit.ball2.rawValue
newDot2.physicsBody?.contactTestBitMask = categoryBit.ball2.rawValue
self.addChild(newDot2)
newDot1.setScale(0.8)
newDot1.position = CGPoint(x: frame.midX, y: frame.minY)
newDot1.physicsBody = SKPhysicsBody(circleOfRadius: newDot1.size.width/2)
newDot1.physicsBody?.isDynamic = false
newDot1.physicsBody?.categoryBitMask = categoryBit.ball2.rawValue
newDot1.physicsBody?.collisionBitMask = categoryBit.ball.rawValue
newDot1.physicsBody?.contactTestBitMask = categoryBit.ball.rawValue
newDot1.name = "dot2"
self.addChild(newDot1)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
newDot2.position = CGPoint(x: frame.midX, y: frame.maxY)
}
func didBegin(_ contact: SKPhysicsContact) {
print("contact made")
let hitDot = contact.bodyB.node! as! SKSpriteNode
let hitDot1 = contact.bodyA.node! as! SKSpriteNode
if hitDot1.name == "dot1" || hitDot.name == "dot1" {
reset = true
}
}
override func update(_ currentTime: TimeInterval) {
if reset {
newDot1.position.x = 0
reset = false
}
}
}
删除 GameViewController 视图 didload 方法中的所有内容并添加这个
super.viewDidLoad()
let skview = self.view as! SKView
let scene = GameScene(size: view.bounds.size)
scene.scaleMode = .resizeFill
skview.ignoresSiblingOrder = true
skview.showsFPS = true
skview.showsNodeCount = true
skview.showsPhysics = true
skview.presentScene(scene)
我正在为学校编写一个简单的 Space Invaders 类型的游戏。我想使用 Swift 中包含的物理属性进行碰撞检测,但我 运行 遇到了一些麻烦。尽管我已经多次编写并重新阅读代码,但它根本不起作用。没有错误,也没有任何结果。由于代码在我的文件中相当分散,我在下面包含了我的整个 GameScene 页面。非常感谢任何帮助,在此先感谢您。
// --------------------------------------------------------
// | Space Invasion. |
// | Created by Kyle Herrmann on 2017-04-05. |
// | Copyright © 2017 Kyle Herrmann. All rights reserved. |
// --------------------------------------------------------
//Import the essentials.
import SpriteKit
import GameplayKit
enum BodyType:UInt32 {
case userShipBody = 1
case alienBody = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
//Variables and Declarations.
//UserShip Variables.
let moveLeft: SKAction = SKAction.moveBy(x: -20, y: 0, duration: 0.1)
let moveRight: SKAction = SKAction.moveBy(x: 20, y: 0, duration: 0.1)
var userShipSprite: SKNode = SKNode()
var tapDetect: Bool = false
var posX = CGFloat()
var posY = CGFloat()
//Sprite Variables.
var xSpeed = CGFloat(3.5)
var ySpeed = CGFloat(3.5)
let alienMoveLeft: SKAction = SKAction.moveBy(x: -3, y: 0, duration: 0.1)
let alienMoveRight: SKAction = SKAction.moveBy(x: 3, y: 0, duration: 0.1)
let alienMoveDown: SKAction = SKAction.moveBy(x: 0, y: -4.5, duration: 0.1)
let classicAlien = SKSpriteNode(texture: SKTexture(imageNamed: "ClassicAlien"))
var aliens = [SKSpriteNode]()
var alienAmount = 6
var displayAliens = true
var xAliens = -300
var yAliens = 520
var rowCount = 5
var indexMoving = 0
//Life Variables.
var lblLife = SKLabelNode()
var lifeCounter = 3
//Detect and Save User Tap Location.
func touchDown(atPoint pos : CGPoint) {
tapDetect = true
posX = pos.x
posY = pos.y
}
//Grab our object(s).
override func didMove(to view: SKView) {
//Life Count Declaration.
lblLife = self.childNode(withName: "lblLife") as! SKLabelNode!
//User Ship.
for node in self.children {
if (node.name == "userShip") {
userShipSprite = node
}
//Set up user ship body for physics.
self.physicsWorld.contactDelegate = self
userShipSprite.physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
}
//Add and display given amount of aliens.
for index in 0...alienAmount - 1 {
aliens.append(SKSpriteNode(texture: SKTexture(imageNamed: "ClassicAlien")))
//Location
let newPosition = CGPoint(x: CGFloat(xAliens), y: CGFloat(yAliens))
xAliens += 120
aliens[index].position = newPosition
//Display
self.addChild(aliens[(index)])
//Set up physics body
aliens[index].physicsBody?.categoryBitMask = BodyType.alienBody.rawValue
//New Row
if index >= rowCount {
xAliens = -300
yAliens -= 100
rowCount += 6
}
}
}
//Physics collision and so forth.
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == BodyType.userShipBody.rawValue && contact.bodyB.categoryBitMask == BodyType.alienBody.rawValue {
print("Death Detected")
//Change Life.
lifeCounter -= 1
lblLife.text = "Lives:\(lifeCounter)"
}
else if contact.bodyB.categoryBitMask == BodyType.userShipBody.rawValue && contact.bodyA.categoryBitMask == BodyType.alienBody.rawValue {
print("Death Detected")
//Change Life.
lifeCounter -= 1
lblLife.text = "Lives:\(lifeCounter)"
}
}
//Detect Touch Release.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
tapDetect = false
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
//Alien Movement.
if userShipSprite.position.y < aliens[indexMoving].position.y { //Bottom of Map.
aliens[indexMoving].run(alienMoveDown)
}
if userShipSprite.position.x > aliens[indexMoving].position.x { //Right Side of Map.
aliens[indexMoving].run(alienMoveRight)
}
if userShipSprite.position.x < aliens[indexMoving].position.x { //Left Side of Map.
aliens[indexMoving].run(alienMoveLeft)
}
//Check for next alien.
if aliens[indexMoving].position.y < userShipSprite.position.y {
aliens[indexMoving].removeFromParent()
indexMoving += 1
//Check for end game.
if indexMoving > alienAmount {
xSpeed += 1
ySpeed += 1
alienAmount += 6
}
}
//Ship Movement.
if tapDetect == true {
//Prevent off screen movement (Right side)
if userShipSprite.position.x > 200 {
userShipSprite.run(moveLeft)
}
//Prevent off screen movement (Left side)
else if userShipSprite.position.x < -200 {
userShipSprite.run(moveRight) }
//Ship movement.
if posX > 0 && posY < -300 {
userShipSprite.run(moveRight)
}
else if posX < 0 && posY < -300 {
userShipSprite.run(moveLeft)
}
}
}
// We ain't using this stuff right now.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
} //End of Class.
我已经浏览了代码。看起来不错。您只需要少量代码即可提供接触位掩码和碰撞位掩码。所以在
userShipSprite.physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
添加下面的代码
userShipSprite.physicsBody?.collisionBitMask = BodyType.alienBody.rawValue
userShipSprite.physicsBody?.contactTestBitMask = BodyType.alienBody.rawValue
AND 对于外星人
aliens[index].physicsBody?.categoryBitMask = BodyType.alienBody.rawValue
添加下面的代码,因为你希望它碰撞并检测接触。
aliens[index].physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
aliens[index].physicsBody?.categoryBitMask = BodyType.userShipBody.rawValue
希望这能提供问题的答案
编辑: 这是您可以尝试的示例项目
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let newDot1 = SKSpriteNode(imageNamed: "Spaceship")
let newDot2 = SKSpriteNode(imageNamed: "Spaceship")
var reset = false
enum categoryBit: UInt32 {
case ball = 1
case ball2 = 2
}
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0, dy: -0.3)
newDot2.setScale(0.3)
newDot2.name = "dot1"
newDot2.position = CGPoint(x: frame.midX, y: frame.maxY)
newDot2.physicsBody = SKPhysicsBody(circleOfRadius: newDot2.size.width/2)
newDot2.physicsBody?.categoryBitMask = categoryBit.ball.rawValue
newDot2.physicsBody?.collisionBitMask = categoryBit.ball2.rawValue
newDot2.physicsBody?.contactTestBitMask = categoryBit.ball2.rawValue
self.addChild(newDot2)
newDot1.setScale(0.8)
newDot1.position = CGPoint(x: frame.midX, y: frame.minY)
newDot1.physicsBody = SKPhysicsBody(circleOfRadius: newDot1.size.width/2)
newDot1.physicsBody?.isDynamic = false
newDot1.physicsBody?.categoryBitMask = categoryBit.ball2.rawValue
newDot1.physicsBody?.collisionBitMask = categoryBit.ball.rawValue
newDot1.physicsBody?.contactTestBitMask = categoryBit.ball.rawValue
newDot1.name = "dot2"
self.addChild(newDot1)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
newDot2.position = CGPoint(x: frame.midX, y: frame.maxY)
}
func didBegin(_ contact: SKPhysicsContact) {
print("contact made")
let hitDot = contact.bodyB.node! as! SKSpriteNode
let hitDot1 = contact.bodyA.node! as! SKSpriteNode
if hitDot1.name == "dot1" || hitDot.name == "dot1" {
reset = true
}
}
override func update(_ currentTime: TimeInterval) {
if reset {
newDot1.position.x = 0
reset = false
}
}
}
删除 GameViewController 视图 didload 方法中的所有内容并添加这个
super.viewDidLoad()
let skview = self.view as! SKView
let scene = GameScene(size: view.bounds.size)
scene.scaleMode = .resizeFill
skview.ignoresSiblingOrder = true
skview.showsFPS = true
skview.showsNodeCount = true
skview.showsPhysics = true
skview.presentScene(scene)