заставить SKSpriteNode сталкиваться с другим SKSpriteNode посредством использования изображения снаряда - PullRequest
0 голосов
/ 24 июня 2019

У меня много проблем с выяснением, почему мой снаряд не будет снимать изображение Люка. Я пробовал много разных методов, чтобы попытаться противостоять этому, но ни одна из стратегий, похоже, не сработала. Мне бы очень хотелось заранее получить руководство и извинения за количество кода.

Я пытался изменить расположение некоторых элементов, но, что бы я ни пытался, снаряд не будет отображаться. Я, честно говоря, не уверен, что еще можно попробовать.

import SpriteKit
import GameplayKit
import AVFoundation
import CoreMotion



func +(left: CGPoint, right: CGPoint) -> CGPoint {
return CGPoint(x: left.x + right.x, y: left.y + right.y)
}

func -(left: CGPoint, right: CGPoint) -> CGPoint {
return CGPoint(x: left.x - right.x, y: left.y - right.y)
}

func *(point: CGPoint, scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x * scalar, y: point.y * scalar)
}

func /(point: CGPoint, scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x / scalar, y: point.y / scalar)
}

#if !(arch(x86_64) || arch(arm64))
func sqrt(a: CGFloat) -> CGFloat {
return CGFloat(sqrtf(Float(a)))
}
#endif

extension CGPoint {
func length() -> CGFloat {
return sqrt(x*x + y*y)
}

func normalized() -> CGPoint {
return self / length()
}
}


class GameScene: SKScene {

struct PhysicsCategory {
static let none      : UInt32 = 0
static let all       : UInt32 = UInt32.max
static let enemy   : UInt32 = 0b1       // 1 This is a way of 
saying each of the 32-bits in the integer represents a single 
category 
(and hence you can have 32 categories max).
static let projectile: UInt32 = 0b10      // 2 Same as 1
}




//  let Interaction:UInt32 = 0x1 << 1
// let CollisionCategory:UInt32 = 0x1 << 0
var boxlabel:SKShapeNode!
var starfield:SKEmitterNode!
var player: SKSpriteNode!
var player2 : SKSpriteNode!
var ScoreLabel: SKLabelNode!
var score: Int = 0 {
didSet {
    ScoreLabel.text = "Score: \(score)"
}
}
var seconds = 120

@objc   var timer: Timer?





override func didMove(to view: SKView) { 

func main() {

    // Create sprite
    let enemy = SKSpriteNode(imageNamed: "luke")
    enemy.physicsBody = SKPhysicsBody(rectangleOf: enemy.size) // 
This allows the card size to be equal to a rectangle
    enemy.physicsBody?.isDynamic = true // This says that the 
physics engine will not control the card
    enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy// 3 
Set the category bit mask to be the main category defined earlier
    enemy.physicsBody?.contactTestBitMask = 
PhysicsCategory.projectile // 4 contactTestBitMask indicates when 
categories this object notify the contact listener when they 
intersect. 
You choose projectiles here
    enemy.physicsBody?.collisionBitMask = PhysicsCategory.none // 5 
collisionBitMask indicates what categories of objects this object 
that 
the physics engine handle contact responses to (i.e. bounce off 
of). 
You don't want the monster and projectile to bounce off each other 
— 
it's OK for them to go right through each other in this game — so 
you 
set this to .none.


    // Determine where to spawn the card along the Y axis
    let actualY = random(min: enemy.size.width/2, max: size.width - 
enemy.size.width/2)

    // Position the card slightly off-screen along the right edge,
    // and along a random position along the Y axis as calculated 
above
    enemy.position = CGPoint(x: actualY, y: size.width + 
enemy.size.width/2)

    // Add the card to the scene
    addChild(enemy)

    // Determine speed of the card
    let actualDuration = random(min: CGFloat(2.0), max: 
CGFloat(6.0))

    // Create the actions
    let actionMove = SKAction.move(to: CGPoint(x: actualY, y: - 
enemy.size.width/10),
                                   duration: 
TimeInterval(actualDuration))
    let actionMoveDone = SKAction.removeFromParent()
    enemy.run(SKAction.sequence([actionMove, actionMoveDone]))


}
player = SKSpriteNode(imageNamed: "spaceship-modified")
// The line below with the numbers 45, 25 and 540 are also stubs

player.position = CGPoint(x: self.frame.size.width/45, y:
    player.frame.size.height/25 - 410)

    addChild(player)

    physicsWorld.gravity = .zero
    physicsWorld.contactDelegate = self
run(SKAction.repeatForever(
   SKAction.sequence([
       SKAction.run(main),
        SKAction.wait(forDuration: 1.0)
        ])
))


func random() -> CGFloat {
    return CGFloat(Float(arc4random()) / 4294967295)
}

func random(min: CGFloat, max: CGFloat) -> CGFloat {
    return random() * (max - min) + min
}



    func touchesEnded(_ touches: Set<UITouch>, with event: 
UIEvent?) {
    // 1 - Choose one of the touches to work with
    guard let touch = touches.first else {
        return
    }
    let touchLocation = touch.location(in: self)


    // 2 - Set up initial location of projectile
    let projectile = SKSpriteNode(imageNamed: "projectile")
    projectile.position = player.position

    projectile.physicsBody = SKPhysicsBody(circleOfRadius: 
projectile.size.width/2)
    projectile.physicsBody?.isDynamic = true
    projectile.physicsBody?.categoryBitMask = 
PhysicsCategory.projectile
    projectile.physicsBody?.contactTestBitMask = 
PhysicsCategory.enemy
    projectile.physicsBody?.collisionBitMask = PhysicsCategory.none
    projectile.physicsBody?.usesPreciseCollisionDetection = true


    // 3 - Determine offset of location to projectile
    let offset = touchLocation - projectile.position

    // 4 - Bail out if you are shooting down or backwards
    if offset.x < 0 { return }

    // 5 - OK to add now - you've double checked position
    addChild(projectile)

    // 6 - Get the direction of where to shoot
    let direction = offset.normalized()

    // 7 - Make it shoot far enough to be guaranteed off screen
    let shootAmount = direction * 1000

    // 8 - Add the shoot amount to the current position
    let realDest = shootAmount + projectile.position

    // 9 - Create the actions
    let actionMove = SKAction.move(to: realDest, duration: 4.0)
    let actionMoveDone = SKAction.removeFromParent()
    projectile.run(SKAction.sequence([actionMove, actionMoveDone]))
}
}

}

func projectileDidCollideWithMonster(projectile: SKSpriteNode, 
enemy: SKSpriteNode) {
print("Hit")
projectile.removeFromParent()
enemy.removeFromParent()

}

extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}

// 2
if ((firstBody.categoryBitMask & PhysicsCategory.enemy != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.projectile != 0)) {
if let enemy = firstBody.node as? SKSpriteNode,
    let projectile = secondBody.node as? SKSpriteNode {
    projectileDidCollideWithMonster(projectile: projectile, enemy: 
 enemy )
 }
 }
 }

 }

Нет сообщений об ошибках, но снаряд должен стрелять "Люк"

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