contactTestBitMask
funktioniert im Allgemeinen, aber wenn die Grafik zu komplex ist contactTestBitMask
Freaks aus und Sie haben nur eine kleine Kontaktfläche oder bekommen seltsame Fehler. Was kann ich dort machen? Kontakt Test Bit Mask funktioniert nicht
Dies ist ein Bild von meinem Gebiet:
class GameScene: SKScene, SKPhysicsContactDelegate {
let WallCategory : UInt32 = 0x1 << 1
let ShipCategory : UInt32 = 0x1 << 2
var counter = 0
var userCanBuild1Building = false
var KameraSichtVar:SKCameraNode = SKCameraNode()
var touched:Bool = false
var startTouch = CGPointMake(0, 0)
//------------------------------
var draufgeklickt:CGPoint = CGPoint()
var draufgeklicktUpdate:CGPoint = CGPoint()
var userWantScroll = false
var userWantBuild = false
let wohnhausBlue = SKSpriteNode(imageNamed:"wohnhausBlue")
let buildMenu = SKSpriteNode(imageNamed:"Buildmenu")
var hitDetected = false
let actualBuilding = SKSpriteNode()
var userWantUpgrade : Bool = false
//var theBuildingBefore = SKSpriteNode()
//var houseLvlSave : Int = 0
var uphausSave : String = ""
func didBeginContact(contact: SKPhysicsContact) {
var BuildingObject: SKPhysicsBody
var ClickObject: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
BuildingObject = contact.bodyA
ClickObject = contact.bodyB
}
else
{
BuildingObject = contact.bodyB
ClickObject = contact.bodyA
}
// upgrade Building
let name = BuildingObject.node!.name
let HouseLvL: Int = Int(name!)!
if HouseLvL > 0 && userCanBuild1Building == true{
userCanBuild1Building = false
let touchedBuilding = SKSpriteNode(imageNamed: BuildingObject.node!.name!)
touchedBuilding.name = BuildingObject.node!.name
let name = BuildingObject.node!.name
var HouseLvL: Int = Int(name!)!
HouseLvL = HouseLvL + 1
let uphaus = String(HouseLvL)
let setSpriteTexture = SKAction.setTexture(SKTexture(imageNamed: uphaus))
let upSize = SKSpriteNode(imageNamed: uphaus)
let resizeHousewidth = SKAction.resizeToWidth(upSize.size.width, duration: 0)
let resizeHouseheight = SKAction.resizeToHeight(upSize.size.height, duration: 0)
touchedBuilding.runAction(resizeHousewidth)
touchedBuilding.runAction(resizeHouseheight)
touchedBuilding.runAction(setSpriteTexture)
touchedBuilding.name = "\(uphaus)"
touchedBuilding.position = BuildingObject.node!.position
touchedBuilding.zPosition = BuildingObject.node!.zPosition
touchedBuilding.userInteractionEnabled = false
let upgradedbuilding = SKSpriteNode(imageNamed: uphaus)
touchedBuilding.size = CGSizeMake(upgradedbuilding.size.width, upgradedbuilding.size.height)
touchedBuilding.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed:"\(uphaus)"), size: upgradedbuilding.size)
touchedBuilding.physicsBody?.categoryBitMask = WallCategory
touchedBuilding.physicsBody?.affectedByGravity = false
touchedBuilding.physicsBody?.dynamic = true
touchedBuilding.physicsBody?.collisionBitMask = 0
addChild(touchedBuilding)
BuildingObject.node?.removeFromParent()
ClickObject.node?.removeFromParent()
}
if HouseLvL == 0
{
ClickObject.node?.removeFromParent()
}
}`override func didMoveToView(view: SKView) {
/* Setup your scene here */
if let KameraSicht:SKCameraNode = self.childNodeWithName("Kamera") as? SKCameraNode{
KameraSichtVar = KameraSicht
self.camera = KameraSichtVar
}
physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, 0)
func addBG(){
let background = SKSpriteNode(imageNamed: "0")
background.name = "0"
background.anchorPoint = CGPointMake(0.5, 0.5)
background.zPosition = 2
background.position = CGPointMake(CGRectGetMinX(self.frame)+self.frame.width/4, CGRectGetMaxY(self.frame)-self.frame.height/4)
background.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "0"), size: background.size)
//background.physicsBody = SKPhysicsBody(rectangleOfSize: background.size)
background.physicsBody?.categoryBitMask = WallCategory
background.physicsBody?.affectedByGravity = false
background.physicsBody?.dynamic = true
background.physicsBody?.collisionBitMask = 0
self.addChild(background)
}
addBG()
let wall = SKSpriteNode(imageNamed:"1")
wall.name = "1"
wall.zPosition = 10
//wall.xScale = 3
//wall.yScale = 3
wall.size = CGSizeMake(100, 100)
wall.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
wall.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: wall.name!), size: wall.size)
//wall.physicsBody = SKPhysicsBody(rectangleOfSize: wall.size)
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.dynamic = false
wall.physicsBody!.categoryBitMask = WallCategory
wall.physicsBody?.collisionBitMask = 0
self.addChild(wall)
}
`
ich habe ein Bild hinzugefügt .. Ich habe versucht, einen Kontakt zwischen einem Touch-Objekt und der Grafik, die ich gepostet habe, zu machen. Mein Code funktioniert für jede andere Grafik, die ich versucht habe. Sie können die Grafik verwenden und versuchen Sie es selbst: D es funktioniert nicht richtig .. oder warten .. Ich poste einige Code – frankibanki
aber wie ich sagte, der Code funktioniert gut .. versuchen Sie die Grafik, die ich angehängt und einen Kontakt. Ich bin mir ziemlich sicher, dass es nicht richtig funktionieren wird, egal welchen Code du verwendest: D – frankibanki
ich füge noch mehr Code hinzu .. ich hoffe es ist jetzt nicht zu viel – frankibanki