Я учусь делать игры на swift и spritekit, но застрял в одном месте.Мне удалось убрать «врага» и «пулю» после первого столкновения.Подскажите, пожалуйста, как убрать «врага» после того, как «пуля» попала в него три раза.Я долго искал ответ в интернете, но безуспешно.
import SpriteKit
import GameplayKit
class enemiesValue: SKSpriteNode {
var health: Int = 3
}
class bulletValue: SKSpriteNode {
var damage: Int = 1
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var player: SKSpriteNode!
var touchLocation: CGPoint!
var timeSpawnEnemies: Timer!
var timeSpawnBullet: Timer!
struct PhysicsCategory {
static let enemyCategory: UInt32 = 0x1 << 1
static let bulletCategory: UInt32 = 0x1 << 0
}
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
//playerAdd()
timeSpawnEnemies = Timer.scheduledTimer(timeInterval: 2.75, target: self, selector: #selector(enemiesAdd), userInfo: nil, repeats: true)
}
@objc func enemiesAdd() {
let enemyNode = enemiesValue(imageNamed: "enemy")
let randomPos = GKRandomDistribution(lowestValue: -350, highestValue: 350)
let pos = CGFloat(randomPos.nextInt())
enemyNode.position = CGPoint(x: pos, y: 800)
enemyNode.size = CGSize(width: 50, height: 50)
enemyNode.yScale = 1.5
enemyNode.xScale = 1.5
//enemyNode.userData = ["health": 3]
enemyNode.physicsBody = SKPhysicsBody(rectangleOf: enemyNode.size)
enemyNode.physicsBody?.isDynamic = true
enemyNode.physicsBody?.categoryBitMask = PhysicsCategory.enemyCategory
enemyNode.physicsBody?.contactTestBitMask = PhysicsCategory.bulletCategory
enemyNode.physicsBody?.collisionBitMask = 0
self.addChild(enemyNode)
let animDuration: TimeInterval = 16
var actions = [SKAction]()
actions.append(SKAction.move(to: CGPoint(x: pos, y: -800), duration: animDuration))
actions.append(SKAction.removeFromParent())
enemyNode.run(SKAction.sequence(actions))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//timeSpawnBullet = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(shoot), userInfo: nil, repeats: true)
shoot()
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
//timeSpawnBullet.invalidate()
}
@objc func shoot() {
let bullet = bulletValue(imageNamed: "bullet")
bullet.size = CGSize(width: 75, height: 25)
bullet.position = player.position
bullet.physicsBody = SKPhysicsBody(rectangleOf: bullet.size)
bullet.physicsBody?.isDynamic = true
bullet.physicsBody?.categoryBitMask = PhysicsCategory.bulletCategory
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemyCategory
bullet.physicsBody?.collisionBitMask = 0
bullet.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(bullet)
let animDuration: TimeInterval = 0.3
var actions = [SKAction]()
actions.append(SKAction.move(to: CGPoint(x: player.position.x, y: 800), duration: animDuration))
actions.append(SKAction.removeFromParent())
bullet.run(SKAction.sequence(actions))
}
func didBegin(_ contact: SKPhysicsContact) {
let enemyBody: SKPhysicsBody
let bulletBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
bulletBody = contact.bodyA
enemyBody = contact.bodyB
} else {
bulletBody = contact.bodyB
enemyBody = contact.bodyA
}
if (enemyBody.categoryBitMask & PhysicsCategory.enemyCategory) != 0 && (bulletBody.categoryBitMask & PhysicsCategory.bulletCategory) != 0 {
collisionElementsBullets(bulletNode: bulletBody.node as! SKSpriteNode)
collisionElementsEnemies(enemyNode: enemyBody.node as! SKSpriteNode)
}
}
func collisionElementsBullets(bulletNode: SKSpriteNode) {
bulletNode.removeFromParent()
}
func collisionElementsEnemies(enemyNode: SKSpriteNode) {
enemyNode.removeFromParent()
}
}