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我有兩個我想碰撞的實體。我有一個結構,以保持不同的物理類的軌跡:collisionBitMask值在SpriteKit中不起作用
struct PhysicsCategory {
static let Player: Int32 = 0x1 << 1
static let Obstacle: Int32 = 0x1 << 2
static let Ground: Int32 = 0x1 << 3
}
我希望我的球員節點與我的障礙物碰撞的節點。這裏是我的球員節點的物理:
self.physicsBody = SKPhysicsBody(rectangleOf: (self.size))
self.physicsBody?.isDynamic = true
self.physicsBody?.categoryBitMask = UInt32(PhysicsCategory.Player)
self.physicsBody?.collisionBitMask = UInt32(PhysicsCategory.Obstacle)
self.physicsBody?.collisionBitMask = UInt32(PhysicsCategory.Ground)
這裏是我的障礙節點的物理
self.physicsBody = SKPhysicsBody(rectangleOf: self.size)
self.physicsBody?.categoryBitMask = UInt32(PhysicsCategory.Obstacle)
self.physicsBody?.collisionBitMask = UInt32(PhysicsCategory.Player)
self.physicsBody?.collisionBitMask = UInt32(PhysicsCategory.Ground)
self.physicsBody?.isDynamic = true
self.physicsBody?.velocity = CGVector(dx: -240, dy: 0)
self.physicsBody?.linearDamping = 0
self.physicsBody?.friction = 0
當他們穿越的路徑,他們只是通過彼此。但是,它們都與地面碰撞。我究竟做錯了什麼?
該方案的基本mation告訴你如果你寫x = 1和x = 2之後,你的x是2 –