你好,我想阻止SKSpriteNode离开屏幕或使它在点击屏幕边界时弹回。当它触及边界时是否也可以调用一个函数?停止SKSpriteNode离开视图(Swift)
如果发现这个问题Click
在那里他使用此代码:
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody = borderBody
borderBody.friction = 0.0
borderBody.restitution = 1.0
但由于某些原因,它只能从移出顶部和bottem的挡住了我的节点(这是动态的),但它能够移出一边。
(记住,即时通讯新SpriteKit和斯威夫特保持)
编辑:我发现这个代码:
extension GameScene: SKPhysicsContactDelegate {
func didBeginContact(contact: SKPhysicsContact!) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch (contactMask) {
case BodyType.pipe.toRaw() | BodyType.bomb.toRaw():
println("Contact with a bomb")
if contact.bodyA.categoryBitMask == BodyType.pipe.toRaw() {
explode(pipe: contact.bodyA.node as SKSpriteNode)
} else {
explode(pipe: contact.bodyB.node as SKSpriteNode)
}
case BodyType.pipe.toRaw() | BodyType.bird.toRaw():
println("Contact with a pipe")
bird.pushDown()
case BodyType.ground.toRaw() | BodyType.bird.toRaw():
println("Contact with ground")
for actor in actors {
actor.stop()
}
let shakeAction = SKAction.shake(0.1, amplitudeX: 20)
screenNode.runAction(shakeAction)
default:
return
}
}
我读它是像设置类别?这段代码是否合适?
你不得不考虑碰撞检测的大小。请参阅Apple的文档:https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Physics/Physics.html – chrs 2014-10-09 17:04:38
您的场景比您的视图大。尝试将.AspectFill中的scaleMode更改为GameViewController.swift中的.ResizeFill。 – 0x141E 2014-10-09 17:25:29
@ 0x141E,我试过你的建议,它使屏幕左侧反弹回来,但在右侧它不起作用..? – Egghead 2014-10-09 20:56:37