1
我有一个游戏,其中下降节点下降,击中基本数字雪碧节点和游戏逻辑运行从那里。当我从头开始创建一款新游戏时,碰撞检测的工作原理应该如何。我使用NSCoding从以前的保存中创建游戏时出现问题。在这两种情况下(新游戏和继续保存游戏)物理主体是相同的 - 动态,相同大小的主体,相同的contactTestBitMask,相同的categoryBitMask。我测试了所有这些,所以我知道这是真的。物理接触委托也被设置为正确的对象。然而,在一场继续保存的游戏中,联系人没有注册,我无法弄清楚原因。我能想到的唯一的东西,但我无法弄清楚的是被设置为我的物理接触委托的对象,并且是我想要碰撞检测的对象的父对象被加载/取消存档,但实际上并没有为它调用decodeObjectForKey。iOS SpriteKit碰撞检测失败后解码保存
任何帮助,将不胜感激
func initBaseNumberSpritePhysicsBody() {
baseNumberSprite.physicsBody = nil
baseNumberSprite.physicsBody = SKPhysicsBody(rectangleOfSize: baseNumberSprite.size)
baseNumberSprite.physicsBody!.categoryBitMask = baseNumberCategory
baseNumberSprite.physicsBody!.contactTestBitMask = fallingNodeCategory
baseNumberSprite.physicsBody!.collisionBitMask = 0
baseNumberSprite.physicsBody!.usesPreciseCollisionDetection = true
baseNumberSprite.physicsBody!.allowsRotation = false
}
func initPhysicsBodyForFallingNode(node: NumberNode) {
node.physicsBody = nil
node.physicsBody = SKPhysicsBody(rectangleOfSize: node.size)
node.physicsBody!.categoryBitMask = fallingNodeCategory
node.physicsBody!.contactTestBitMask = baseNumberCategory
node.physicsBody!.collisionBitMask = 0
node.physicsBody!.allowsRotation = false
node.physicsBody!.velocity = nodeVelocity
}
func didBeginContact(contact: SKPhysicsContact) {
if isContactBetween(fallingNodeCategory, and: baseNumberCategory, contact: contact) {
handleContactBetweenFallingNodeAndBaseNumber(contact)
} else {
print("\nUNKNOWN CONTACT OCCURED\n")
}
updateInternalState()
checkGameOverCondition()
}
required init?(coder aDecoder: NSCoder) {
// gameZone = aDecoder.decodeObjectForKey(gameZoneKey) as! GameZone
super.init(coder: aDecoder)
gameZone = self.children[0] as! GameZone //Not decoded by itself but somehow decoded with the this GameScene Object (the "self" object here)
gameZone.delegate = self
self.physicsWorld.contactDelegate = gameZone
}
override func encodeWithCoder(aCoder: NSCoder) {
super.encodeWithCoder(aCoder)
aCoder.encodeObject(gameZone, forKey: gameZoneKey) //Gets coded
}