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我已經看過,並且找到了單個碰撞的答案,但我正在尋找一種方法來檢測多種類型的碰撞。我正在製作一個有我想要的3次碰撞的遊戲。用戶飛機與敵方子彈相撞,用戶的子彈與敵機(我已經工作過)碰撞,敵方子彈和用戶子彈相撞。我有所有的categoryBitMask和contactTestBitMask設置和更正。這是我的委託方法。Sprite Kit碰撞多重碰撞
- (void) didBeginContact:(SKPhysicsContact *)contact {
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
// if user plane hits enemy bullet
if ((firstBody.categoryBitMask == playerShipCategory) &&
(secondBody.categoryBitMask == enemyBulletCategory)) {
[self takeDamageByAmount:POINT_INCREMENTER];
[_enemyBullet removeFromParent];
SKAction *bounce = [SKAction sequence:@[
[SKAction fadeAlphaTo:.5 duration:.2],
[SKAction fadeAlphaTo:1.0 duration:.2],
[SKAction fadeAlphaTo:.5 duration:.2],
[SKAction fadeAlphaTo:1.0 duration:.2]
]];
[_playerPlane runAction:bounce];
}
// if the user bullet hits the enemy bullet
else if ((firstBody.categoryBitMask == bulletCategory) &&
(secondBody.categoryBitMask == enemyBulletCategory)) {
[_enemyBullet removeFromParent];
[_bullet removeFromParent];
}
// if bullet hits enemy ship - THIS ONE WORKS, but none of the others work for some reason
else if ((firstBody.categoryBitMask == bulletCategory) &&
(secondBody.categoryBitMask == enemyShipCategory)) {
[self gainPointsByAmoint:POINT_INCREMENTER];
[self projectile:(SKSpriteNode *)firstBody.node didCollideWithMonster:(SKSpriteNode *)secondBody.node];
}
}