基本上,遊戲由玩家在屏幕上移動的籃子組成,遊戲的目的是讓玩家捕捉從屏幕頂部落下的球。我目前正試圖在球和籃子之間增加碰撞檢測,但是我們面臨的困難是實施這種碰撞檢測。我對swift,sprite kit和app開發很陌生,所以請幫助。任何幫助,將不勝感激。我面臨的另一個問題是所有的球落在屏幕的中心。一行代碼應該執行的時候,球擊中籃,然後球應該消失,請幫助,因爲我是Spritekit的新手。實現碰撞檢測
import SpriteKit
class GameScene: SKScene {
var basket = SKSpriteNode()
let actionMoveRight = SKAction.moveByX(50, y: 0, duration: 0.2)
let actionMoveLeft = SKAction.moveByX(-50, y: 0, duration: 0.2)
//let physicsBody = SKPhysicsBody(texture: , size: 3500)
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.gravity = CGVectorMake(0.0, -0.5)
self.backgroundColor = SKColor.whiteColor()
basket = SKSpriteNode(imageNamed: "basket")
basket.setScale(0.5)
basket.position = CGPointMake(self.size.width/2, self.size.height/8)
basket.size.height = 50
basket.size.width = 75
self.addChild(basket)
let updateAction = SKAction.runBlock {
var choice = arc4random_uniform(3)
switch choice {
case 1 :
var ball1 = SKSpriteNode(imageNamed: "redBall")
ball1.position = CGPointMake(self.size.width/3, self.size.height)
ball1.setScale(0.5)
ball1.size.height = 20
ball1.size.width = 30
ball1.physicsBody = SKPhysicsBody(circleOfRadius: ball1.size.height/2.75)
ball1.physicsBody!.dynamic = true
self.addChild(ball1)
println("0")
case 0 :
var ball2 = SKSpriteNode(imageNamed: "redBall")
ball2.position = CGPointMake(self.size.width/5, self.size.height)
ball2.setScale(0.5)
ball2.size.height = 20
ball2.size.width = 30
ball2.physicsBody = SKPhysicsBody(circleOfRadius: ball2.size.height/2.75)
ball2.physicsBody!.dynamic = true
self.addChild(ball2)
println("1")
case 2 :
var ball3 = SKSpriteNode(imageNamed: "redBall")
ball3.position = CGPointMake(self.size.width*4/5, self.size.height)
ball3.setScale(0.5)
ball3.size.height = 20
ball3.size.width = 30
ball3.physicsBody = SKPhysicsBody(circleOfRadius: ball3.size.height/2.75)
ball3.physicsBody!.dynamic = true
self.addChild(ball3)
println("2")
default :
println("Problem")
}
}
let waitDuration : NSTimeInterval = 1.0
let updateAndWaitAction = SKAction.sequence([updateAction,SKAction.waitForDuration(waitDuration)])
let repeatForeverAction = SKAction.repeatActionForever(updateAndWaitAction)
self.runAction(repeatForeverAction)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if location.x > basket.position.x {
if basket.position.x < self.frame.maxX {
basket.runAction(actionMoveRight)
}
}
else {
if basket.position.x > self.frame.minX {
basket.runAction(actionMoveLeft)
}
}
}
}
override func update(currentTime: CFTimeInterval) {
}
}
http://stackoverflow.com/questions/24169882/how-to-properly-remove-node-當出界限時/ 24195006#24195006 雖然它起初可能看起來並不相關,但它是兩個物體接觸時如何觸發事件的示例。這種方法是在sprite工具包中處理碰撞檢測的方法。 RayWenderlich.com有一些易於理解的教程,可以在不到一個小時的時間內完成您的任務。我的答案可以讓你既檢測到碰撞又可以訪問碰撞的兩個物體。這可以讓你輕鬆地移除球。 – meisenman 2015-04-01 14:18:18
請記住,您不會檢測到碰撞 - 您會檢測到兩個SKNode之間的接觸。碰撞是由遊戲引擎自動處理的,如果你這樣設置的話。碰撞檢測和接觸檢測是分開的,真實的事情,它有助於正確地使用術語。不幸的是,其他人所指的是「碰撞檢測」意味着SK中的接觸檢測。 – 2016-07-20 09:44:52