使用SKPhysicsBody(texture: texture, size: texture.size()) 函数无法尝试从具有非连续体的纹理创建单个物理体。
要解决这个问题,请在编辑器中创建节点,将它们放置在您的碰撞区域上(仅供参考)。仅此一项就可以解决问题,但是如果您开始创建大地图。这会导致 xcode 出现滞后问题。为了解决这个问题,我使用了宽度和高度以及位置。然后在代码中创建边界:
//okay so this is the first thing we have to run, setup the collisions
func setupCollisions(){
//first we need the data
let data = [
SKPhysicsBody(rectangleOf: CGSize(width: 7.096, height: 180.423), center: CGPoint(x: 215.266, y: -5.504)),
SKPhysicsBody(rectangleOf: CGSize(width: 429.879, height: 6.631), center: CGPoint(x: -3.222, y: -92.34)),
SKPhysicsBody(rectangleOf: CGSize(width: 7.096, height: 173.735), center: CGPoint(x: -214.614, y: -2.161)),
SKPhysicsBody(rectangleOf: CGSize(width: 43.492, height: 144.075), center: CGPoint(x: -189.318, y: -16.986)),
SKPhysicsBody(rectangleOf: CGSize(width: 133.314, height: 45.883), center: CGPoint(x: -100.913, y: -66.08)),
SKPhysicsBody(rectangleOf: CGSize(width: 58.041, height: 6.642), center: CGPoint(x: -182.044, y: 81.377)),
SKPhysicsBody(rectangleOf: CGSize(width: 301.388, height: 6.662), center: CGPoint(x: 61.022, y: 81.386)),
SKPhysicsBody(rectangleOf: CGSize(width: 89.409, height: 93.006), center: CGPoint(x: 93.072, y: -12.631))
]
//now lets create a single physicsbody from all the data
let physicsbody1 = SKPhysicsBody(bodies: data)
physicsbody1.isDynamic = false
self.physicsBody = physicsbody1
}
一旦你这样做了,从编辑器中删除碰撞节点(墙壁、沙发、杂项等),因为我们现在在代码中创建它们。只要确保尽快或在需要时运行您的自定义 setupCollisions() 函数即可。