菜鸟教程小白 发表于 2022-12-13 06:40:03

IOS Sprite 套件didBeginContact未调用


                                            <p><p>请帮助我,我已经尝试解决这个问题 24 小时,我快要疯了:) 我试图通过 <code>didBeginContact</code> 委托(delegate)方法检测 Sprite Kit 中的碰撞,但是这个方法没有触发,网上的答案我都试过了</p>

<pre><code>#import &#34;MyScene.h&#34;
#import &#34;GameOverScene.h&#34;


static const uint32_t basketCategory      =1 &lt;&lt; 0;
static const uint32_t ballCategory      =1 &lt;&lt; 1;


// 1
@interface MyScene () &lt;SKPhysicsContactDelegate&gt;
//@interface MyScene ()
@property BOOL contentCreated;
@property (nonatomic) SKSpriteNode * basket;
@property (nonatomic) SKSpriteNode * ball;
@property (nonatomic) NSTimeInterval lastSpawnTimeInterval;
@property (nonatomic) NSTimeInterval lastUpdateTimeInterval;
@property (nonatomic) int ballDestroyed;
@property (nonatomic) int score;
@end

static inline CGPoint rwAdd(CGPoint a, CGPoint b) {
    return CGPointMake(a.x + b.x, a.y + b.y);
}

static inline CGPoint rwSub(CGPoint a, CGPoint b) {
    return CGPointMake(a.x - b.x, a.y - b.y);
}

static inline CGPoint rwMult(CGPoint a, float b) {
    return CGPointMake(a.x * b, a.y * b);
}

static inline float rwLength(CGPoint a) {
    return sqrtf(a.x * a.x + a.y * a.y);
}

// Makes a vector have a length of 1
static inline CGPoint rwNormalize(CGPoint a) {
    float length = rwLength(a);
    return CGPointMake(a.x / length, a.y / length);
}



@implementation MyScene
float balltime;

-(id)initWithSize:(CGSize)size {   
    if (self = ) {
      /* Setup your scene here */

    }
    return self;
}


- (void)didMoveToView:(SKView *)view
{

      if (!self.contentCreated) {
            self.backgroundColor = ;
            self.physicsWorld.gravity = CGVectorMake(0,0);
            self.physicsWorld.contactDelegate = self;
            self.basket = ;
            self.basket.size = CGSizeMake(100, 100);
            self.basket.position = CGPointMake(self.frame.size.width/2, self.basket.size.height/2);
            self.basket.physicsBody.dynamic = YES; // 2
            self.basket.physicsBody.categoryBitMask = basketCategory; // 3
            self.basket.physicsBody.contactTestBitMask = ballCategory; // 4
            self.basket.physicsBody.collisionBitMask = 0; // 5
            self.basket.physicsBody.usesPreciseCollisionDetection = YES;
            ;
         //   self.physicsWorld.contactDelegate = self;
      }

}





- (void)addball {
    balltime=1;
    // Create sprite
    self.ball = ;
    self.ball.size = CGSizeMake(100, 100);
    self.ball.physicsBody = ; // 1
    self.ball.physicsBody.dynamic = YES; // 2
    self.ball.physicsBody.categoryBitMask = ballCategory; // 3
    self.ball.physicsBody.contactTestBitMask = basketCategory; // 4
    self.ball.physicsBody.collisionBitMask = 0; // 5
    self.ball.physicsBody.usesPreciseCollisionDetection = YES;
//self.physicsWorld.contactDelegate = self;

    // Determine where to spawn the ball along the x axis
    int minX = self.ball.size.width / 2;
    int maxX = self.frame.size.width - self.ball.size.width / 2;
    int rangeX = maxX - minX;
    int actualX = (arc4random() % rangeX) + minX;

    // Create the monster slightly off-screen along the right edge,
    // and along a random position along the X axis as calculated above
   // ball.position = CGPointMake(actualX,self.frame.size.height + ball.size.height/2);
    self.ball.position = CGPointMake(actualX,self.frame.size.height + 300);
    ;

    // Determine speed of the ball
    int minDuration = 3.99;
    int maxDuration = 4.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    SKAction * actionMove = ;
    SKAction * actionMoveDone = ;
    SKAction * loseAction = [SKAction runBlock:^{
      SKTransition *reveal = ;
      SKScene * gameOverScene = [ initWithSize:self.size won:NO];
      ;
    }];
    ]];

}

- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {

    self.lastSpawnTimeInterval += timeSinceLast;
    if (self.lastSpawnTimeInterval &gt; balltime) {
      self.lastSpawnTimeInterval = 0;
      ;
    }
}

- (void)update:(NSTimeInterval)currentTime {
    // Handle time delta.
    // If we drop below 60fps, we still want everything to move the same distance.
    CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
    self.lastUpdateTimeInterval = currentTime;
    if (timeSinceLast &gt; 1) { // more than a second since last update
      timeSinceLast = 1.0 / 60.0;
      self.lastUpdateTimeInterval = currentTime;
    }

    ;

}



- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {

    UITouch *touch = ;
    CGPoint positionInScene = ;
    self.basket.position=positionInScene;
}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{

    UITouch *touch = ;
    CGPoint positionInScene = ;
    self.basket.position=positionInScene;
}




- (void)ball:(SKSpriteNode *)ball didCollideWithbasket:(SKSpriteNode *)basket {
    NSLog(@&#34;Hit&#34;);
    ;
    self.ballDestroyed++;
    if (self.ballDestroyed &gt; 20) {
      SKTransition *reveal = ;
      SKScene * gameOverScene = [ initWithSize:self.size won:YES];
      ;
    }
}

- (void)didBeginContact:(SKPhysicsContact *)contact
{

      NSLog(@&#34;contact&#34;);
    // 1
    SKPhysicsBody *firstBody, *secondBody;

    if (contact.bodyA.categoryBitMask &lt; contact.bodyB.categoryBitMask)
    {
      firstBody = contact.bodyA;
      secondBody = contact.bodyB;
    }
    else
    {
      firstBody = contact.bodyB;
      secondBody = contact.bodyA;
    }

    // 2
    if ((firstBody.categoryBitMask &amp; basketCategory) != 0 &amp;&amp;
      (secondBody.categoryBitMask &amp; ballCategory) != 0)
    {
      ;
    }
}
</code></pre></p>
                                    <br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
                                            <p><p>尝试将 <code><SKPhysicsContactDelegate></code> 移动到您的 MyScene.h 文件中,并将您的类别位掩码更改为如下所示。 <code>static const uint32_t basketCategory = 0x1 << 0;</code> 并确保设置了碰撞位掩码。我发现如果没有设置碰撞位掩码,是不会触发联系方式的。</p></p>
                                   
                                                <p style="font-size: 20px;">关于IOS Sprite 套件didBeginContact未调用,我们在Stack Overflow上找到一个类似的问题:
                                                        <a href="https://stackoverflow.com/questions/21954037/" rel="noreferrer noopener nofollow" style="color: red;">
                                                                https://stackoverflow.com/questions/21954037/
                                                        </a>
                                                </p>
                                       
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