【问题标题】:swift skspritenodes coliding even thought there is no collision bit mask即使没有碰撞位掩码,快速 skspritenode 也会发生碰撞
【发布时间】:2017-05-21 21:26:25
【问题描述】:
scorenode = SKSpriteNode()
    scorenode.size = CGSize(width: self.frame.width * 0.2, height: 1)
    scorenode.physicsBody = SKPhysicsBody(rectangleOf: scorenode.size)
    scorenode.color = .red
    scorenode.physicsBody?.affectedByGravity = false
    scorenode.physicsBody?.isDynamic = false

    scorenode.physicsBody?.categoryBitMask = PhysicsCategory.score
    scorenode.physicsBody?.contactTestBitMask = PhysicsCategory.circle
    scorenode.physicsBody?.collisionBitMask = 0


    obstaclePair = SKNode()
    obstaclePair.name = "obstaclePair"

    rightObstacle = SKSpriteNode(imageNamed:"square")
    rightObstacle.size = CGSize(width: self.frame.width * 0.8, height: self.frame.height / 10)

    rightObstacle.color = oColor
    rightObstacle.colorBlendFactor = 1.0
    rightObstacle.physicsBody = SKPhysicsBody(rectangleOf: rightObstacle.size)

    rightObstacle.physicsBody?.categoryBitMask = PhysicsCategory.obstacle
    rightObstacle.physicsBody?.collisionBitMask = PhysicsCategory.circle
    rightObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.circle
    rightObstacle.physicsBody?.isDynamic = false

    leftObstacle = SKSpriteNode(imageNamed:"square")
    leftObstacle.size = CGSize(width: self.frame.width * 0.8 , height: self.frame.height / 10)
    leftObstacle.physicsBody = SKPhysicsBody(rectangleOf: leftObstacle.size)

    leftObstacle.color = oColor
    leftObstacle.colorBlendFactor = 1.0
    leftObstacle.physicsBody?.categoryBitMask = PhysicsCategory.obstacle
    leftObstacle.physicsBody?.collisionBitMask = PhysicsCategory.circle
    leftObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.circle
    leftObstacle.physicsBody?.isDynamic = false
    circle = SKSpriteNode(imageNamed: "Circle")


circle.size = CGSize(width: 50, height: 50)
    circle.position = CGPoint(x: self.frame.width / 2, y: self .frame.height / 4)
    circle.color = .blue
    circle.colorBlendFactor = 1.0
    circle.physicsBody = SKPhysicsBody(circleOfRadius: circle.frame.height / 2)
    circle.physicsBody?.categoryBitMask = PhysicsCategory.circle
    circle.physicsBody?.collisionBitMask = PhysicsCategory.obstacle
    circle.physicsBody?.contactTestBitMask = PhysicsCategory.obstacle | PhysicsCategory.score
    circle.physicsBody?.affectedByGravity = false
    circle.physicsBody?.isDynamic = true
    circle.zPosition = 10

这是我项目的物理部分,我有一个圆形 SKSpritenode 和一个分数节点 SKSpritenode。他们不应该碰撞,我没有为他们两个设置碰撞位掩码,但他们仍然碰撞。我做错了什么?

【问题讨论】:

  • 我建议你发布PhysicsCategory的定义
  • 那是因为 isDynamic 属性。
  • 我要使用@0x141E,类别编号可能是错误的,障碍物可能是3,这不是有效的类别编号
  • 默认情况下,一切都与一切发生冲突。默认情况下,碰撞位掩码已设置所有位。因此,当两个对象相交时,物理引擎会在此身体的碰撞位掩码和其他身体的 categoryBitMask 之间执行逻辑与。如果结果为非零值,则会发生冲突。所以就像其他人说的那样,检查类别并记住碰撞位掩码的默认值为 0xffffffff。在这里阅读更多:stackoverflow.com/a/31111039
  • 看这里 - stackoverflow.com/documentation/sprite-kit/6261/… 的示例项目,该项目展示了如何使用辅助函数 checkPhysics() 管理碰撞,该函数将分析您的物理设置并告诉您什么会发生碰撞或接触什么。

标签: swift sprite-kit collision skspritenode


【解决方案1】:

你有

 static let circle : UInt32 = 0x1 << 1
 static let obstacle : UInt32 = 0x1 << 1
 static let score : UInt32 = 0x1 << 1

你需要

static let circle : UInt32 = 0x1 << 0
static let obstacle : UInt32 = 0x1 << 1
static let score : UInt32 = 0x1 << 2

【讨论】:

  • 是的,我很久以前就意识到了,但感谢您的回答
【解决方案2】:

如果您没有做任何与分数节点相关的物理操作,为什么不将其设为标签节点并从中删除物理。

【讨论】:

  • 分数节点可能是他在联系时用来触发分数的,而不是标签
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