问题
Issue
This is my code for my game. A brick falls and hits a side of a square. To differentiate what side is hit, four triangles are spawned that make the square. They are invisible from a low opacity. I am not receiving any contact between the brick node and the triangle node. The brick piece just falls right through the square. Any help?
Game Code
import SpriteKit
class GameScene: SKScene {
let basicTop = SKSpriteNode(imageNamed: "basic top");
let basicBottom = SKSpriteNode(imageNamed: "basic bottom");
let basicLeft = SKSpriteNode(imageNamed: "basic left");
let basicRight = SKSpriteNode(imageNamed: "basic right");
let brickTop = SKSpriteNode(imageNamed: "Top Side");
let brickBottom = SKSpriteNode(imageNamed: "Bottom Side");
let brickLeft = SKSpriteNode(imageNamed: "Left Side");
let brickRight = SKSpriteNode(imageNamed: "Right Side copy 2");
let basicBrick = SKSpriteNode(imageNamed: "Basic Brick")
override func didMove(to view: SKView) {
isUserInteractionEnabled = true
layoutScene()
}
func layoutScene() {
backgroundColor = UIColor(red: 10/255, green: 75/255, blue: 150/255, alpha: 1.0)
spawnBrick()
spawnBasicTop()
spawnBasicBottom()
spawnBasicLeft()
spawnBasicRight()
backgroundScene()
spawnBasicBrick()
setupPhysics()
}
func setupPhysics() {
physicsWorld.gravity = CGVector(dx: 0.0, dy: -0.1)
physicsWorld.contactDelegate = self
}
func spawnBrick() {
let randomFunc = [self.spawnbrickTop, self.spawnbrickBottom, self.spawnbrickLeft, self.spawnbrickRight]
let randomResult = Int(arc4random_uniform(UInt32(randomFunc.count)))
randomFunc[randomResult]()
}
func spawnbrickTop() {
brickTop.size = CGSize(width: 210, height: 105)
brickTop.name = "BrickTop"
brickTop.position = CGPoint(x: frame.midX, y: frame.maxY)
brickTop.zPosition = 1
//physics stuff begins here
brickTop.physicsBody = SKPhysicsBody(circleOfRadius: max(brickTop.size.width / 2,
brickTop.size.height / 2))
brickTop.physicsBody?.categoryBitMask = PhysicsCategories.brickTopCategory
brickTop.physicsBody?.contactTestBitMask = PhysicsCategories.basicTopCategory |
PhysicsCategories.basicBottomCategory |
PhysicsCategories.basicLeftCategory |
PhysicsCategories.basicRightCategory
brickTop.physicsBody?.collisionBitMask = PhysicsCategories.none
//bye bye physics
addChild(brickTop)
}
func spawnbrickBottom() {
brickBottom.size = CGSize(width: 150, height: 101)
brickBottom.name = "BrickBottom"
brickBottom.position = CGPoint(x: frame.midX, y: frame.maxY)
brickBottom.zPosition = 1
//physics stuff begins here
brickBottom.physicsBody = SKPhysicsBody(circleOfRadius: max(brickBottom.size.width / 2,
brickBottom.size.height / 2))
brickBottom.physicsBody?.categoryBitMask = PhysicsCategories.brickBottomCategory
brickBottom.physicsBody?.contactTestBitMask = PhysicsCategories.basicTopCategory |
PhysicsCategories.basicBottomCategory |
PhysicsCategories.basicLeftCategory |
PhysicsCategories.basicRightCategory
brickBottom.physicsBody?.collisionBitMask = PhysicsCategories.none
//bye bye physics
addChild(brickBottom)
}
func spawnbrickLeft() {
brickLeft.size = CGSize(width: 170, height: 80)
brickLeft.name = "BrickLeft"
brickLeft.position = CGPoint(x: frame.midX, y: frame.maxY)
brickLeft.zPosition = 1
//physics stuff begins here
brickLeft.physicsBody = SKPhysicsBody(circleOfRadius: max(brickLeft.size.width / 2,
brickLeft.size.height / 2))
brickLeft.physicsBody?.categoryBitMask = PhysicsCategories.brickLeftCategory
brickLeft.physicsBody?.contactTestBitMask = PhysicsCategories.basicTopCategory |
PhysicsCategories.basicBottomCategory |
PhysicsCategories.basicLeftCategory |
PhysicsCategories.basicRightCategory
brickLeft.physicsBody?.collisionBitMask = PhysicsCategories.none
//bye bye physics
addChild(brickLeft)
}
func spawnbrickRight() {
brickRight.size = CGSize(width: 140, height: 95)
brickRight.name = "BrickRight"
brickRight.position = CGPoint(x: frame.midX, y: frame.maxY)
brickRight.zPosition = 1
//physics stuff begins here
brickRight.physicsBody = SKPhysicsBody(circleOfRadius: max(brickRight.size.width / 2,
brickRight.size.height / 2))
brickRight.physicsBody?.categoryBitMask = PhysicsCategories.brickRightCategory
brickRight.physicsBody?.contactTestBitMask = PhysicsCategories.basicTopCategory |
PhysicsCategories.basicBottomCategory |
PhysicsCategories.basicLeftCategory |
PhysicsCategories.basicRightCategory
brickRight.physicsBody?.collisionBitMask = PhysicsCategories.none
//bye bye physics
addChild(brickRight)
}
func turnBasicTop() {
basicTop.run(SKAction.rotate(byAngle: .pi/2, duration: 0.25))
}
func turnBasicBottom() {
basicBottom.run(SKAction.rotate(byAngle: .pi/2, duration: 0.25))
}
func turnBasicLeft() {
basicLeft.run(SKAction.rotate(byAngle: .pi/2, duration: 0.25))
}
func turnBasicRight() {
basicRight.run(SKAction.rotate(byAngle: .pi/2, duration: 0.25))
}
func turnBasicBrick() {
basicBrick.run(SKAction.rotate(byAngle: .pi/2, duration: 0.25))
}
func gameOver() {
print("Game Over!")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
turnBasicTop()
turnBasicBottom()
turnBasicLeft()
turnBasicRight()
turnBasicBrick()
}
func spawnBasicBrick() {
basicBrick.size = CGSize(width: 200, height: 177.6)
basicBrick.position = CGPoint(x: frame.midX, y: frame.minY + basicBrick.size.width)
basicBrick.zPosition = 1
basicBrick.physicsBody = SKPhysicsBody(rectangleOf: basicBrick.size)
basicBrick.physicsBody?.categoryBitMask = PhysicsCategories.basicBrickCategory
basicBrick.physicsBody?.isDynamic = false
basicBrick.physicsBody?.allowsRotation = true
addChild(basicBrick)
}
func spawnBasicTop() {
basicTop.size = CGSize(width: 400, height: 400)
basicTop.position = CGPoint(x: 230, y: 200)
basicTop.zPosition = 1
basicTop.alpha = 0.3
basicTop.name = "BasicTop"
//physics stuff begins here
basicTop.physicsBody = SKPhysicsBody(rectangleOf: basicTop.size)
basicTop.physicsBody?.categoryBitMask = PhysicsCategories.basicTopCategory
basicTop.physicsBody?.isDynamic = false
basicTop.physicsBody?.allowsRotation = true
//bye bye physics
addChild(basicTop)
}
func spawnBasicBottom() {
basicBottom.size = CGSize(width: 400, height: 400)
basicBottom.position = CGPoint(x: 230, y: 200)
basicBottom.zPosition = 1
basicBottom.alpha = 0.3
basicBottom.name = "BasicBottom"
//physics stuff begins here
basicBottom.physicsBody = SKPhysicsBody(rectangleOf: basicBottom.size)
basicBottom.physicsBody?.categoryBitMask = PhysicsCategories.basicBottomCategory
basicBottom.physicsBody?.isDynamic = false
//bye bye physics
addChild(basicBottom)
}
func spawnBasicLeft() {
basicLeft.size = CGSize(width: 400, height: 400)
basicLeft.position = CGPoint(x: 230, y: 200)
basicLeft.zPosition = 1
basicLeft.alpha = 0.3
basicLeft.name = "BasicLeft"
//physics stuff begins here
basicLeft.physicsBody = SKPhysicsBody(rectangleOf: basicLeft.size)
basicLeft.physicsBody?.categoryBitMask = PhysicsCategories.basicLeftCategory
basicLeft.physicsBody?.isDynamic = false
//bye bye physics
addChild(basicLeft)
}
func spawnBasicRight() {
basicRight.size = CGSize(width: 400, height: 400)
basicRight.position = CGPoint(x: 230, y: 200)
basicRight.zPosition = 1
basicRight.alpha = 0.3
basicRight.name = "BasicRight"
//physics stuff begins here
basicRight.physicsBody = SKPhysicsBody(rectangleOf: basicRight.size)
basicRight.physicsBody?.categoryBitMask = PhysicsCategories.basicRightCategory
basicRight.physicsBody?.isDynamic = false
//bye bye physics
addChild(basicRight)
}
func backgroundScene() {
let constructionSite = SKSpriteNode(imageNamed: "Background Image")
constructionSite.size = frame.size
constructionSite.position = CGPoint(x: frame.midX, y: frame.midY)
constructionSite.zPosition = -1
addChild(constructionSite)
}
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
//01
//10
//11
let contactMask = contact.bodyA.categoryBitMask |
contact.bodyB.categoryBitMask
if contactMask == PhysicsCategories.brickTopCategory |
(PhysicsCategories.basicTopCategory) {
if let brickTop = contact.bodyA.node?.name == "BrickTop" ? contact.bodyA.node
as? SKSpriteNode : contact.bodyB.node as? SKSpriteNode {
if brickTop == basicTop {
print("Correct!")
brickTop.run(SKAction.fadeOut(withDuration: 0.05), completion: {
brickTop.removeFromParent()
self.spawnBrick()
})
}
}
else if contactMask == PhysicsCategories.brickBottomCategory |
(PhysicsCategories.basicBottomCategory) {
if let brickBottom = contact.bodyA.node?.name == "BrickBottom" ? contact.bodyA.node
as? SKSpriteNode : contact.bodyB.node as? SKSpriteNode {
if brickBottom == basicBottom {
print("Correct!")
brickBottom.run(SKAction.fadeOut(withDuration: 0.05), completion: {
brickBottom.removeFromParent()
self.spawnBrick()
})
}
}
else if contactMask == PhysicsCategories.brickLeftCategory |
(PhysicsCategories.basicLeftCategory) {
if let brickLeft = contact.bodyA.node?.name == "BrickLeft" ? contact.bodyA.node
as? SKSpriteNode : contact.bodyB.node as? SKSpriteNode {
if brickLeft == basicLeft {
print("Correct!")
brickLeft.run(SKAction.fadeOut(withDuration: 0.05), completion: {
brickLeft.removeFromParent()
self.spawnBrick()
})
}
}
else if contactMask == PhysicsCategories.brickRightCategory |
(PhysicsCategories.basicRightCategory) {
if let brickRight = contact.bodyA.node?.name == "BrickRight" ? contact.bodyA.node
as? SKSpriteNode : contact.bodyB.node as? SKSpriteNode {
if brickRight == basicRight {
print("Correct!")
brickRight.run(SKAction.fadeOut(withDuration: 0.05), completion: {
brickRight.removeFromParent()
self.spawnBrick()
})
}
}
else {
gameOver()
}
}
}
}
}
}
}
Settings File:
enum PhysicsCategories {
static let none: UInt32 = 0
static let brickCategory: UInt32 = 0x1//01
static let brickTopCategory: UInt32 = 0x1 //01
static let brickBottomCategory: UInt32 = 0x1//01
static let brickLeftCategory: UInt32 = 0x1//01
static let brickRightCategory: UInt32 = 0x1//01
static let basicTopCategory: UInt32 = 0x1 //10; shifts all bits to the left
static let basicBottomCategory: UInt32 = 0x1 //10; shifts all bits to the left
static let basicLeftCategory: UInt32 = 0x1 //10; shifts all bits to the left
static let basicRightCategory: UInt32 = 0x1 //10; shifts all bits to the left
static let basicBrickCategory: UInt32 = 0x1
}
来源:https://stackoverflow.com/questions/60477859/swift-no-contact-detection-between-nodes