我的项目中的所有这些代码都工作得很好,但我有一些问题。当飞机接触到屏幕的边界时,它在接触后开始旋转。我想不出如何让它在碰到屏幕边缘时不会旋转。只有在我使用以下命令时才会出现此问题:
plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.size)
其他形式的定义我没有问题,但我需要它的纹理的大小。
plane = SKSpriteNode(imageNamed: sett.store() as! String)
plane.size = CGSize(width: 80, height: 80)
plane.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 4)
// scorenode collison off, makes images spin on any contact
plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.size)
plane.physicsBody?.categoryBitMask = Physics.Plane
plane.physicsBody?.collisionBitMask = Physics.Bird
plane.physicsBody?.contactTestBitMask = Physics.Bird | Physics.Score | Physics.Coin
plane.physicsBody?.affectedByGravity = true
plane.physicsBody?.dynamic = true
plane.zPosition = 2
self.addChild(plane)
// screen boarder so cant leave screen
let boredBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
boredBody.friction = 0
self.physicsBody = boredBody
我的另一个问题还是飞机的问题
plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.size)
但我也需要这个,所以它是纹理的大小。当它在屏幕上命中我的得分节点时,它应该只增加1分,但当它穿过scoreNode时,它会变化1-大约60分。我该怎么解决这个问题?
let scoreNode = SKSpriteNode()
scoreNode.size = CGSize(width: 800, height: 1)
scoreNode.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 350)
scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
scoreNode.physicsBody?.affectedByGravity = false
scoreNode.physicsBody?.dynamic = false
scoreNode.physicsBody?.categoryBitMask = Physics.Score
scoreNode.physicsBody?.collisionBitMask = 0
scoreNode.physicsBody?.contactTestBitMask = Physics.Plane
scoreNode.color = SKColor.whiteColor()
// when scoreNode and plane touch && initates score and highScore
if firstBody.categoryBitMask == Physics.Score && secondBody.categoryBitMask == Physics.Plane || firstBody.categoryBitMask == Physics.Plane && secondBody.categoryBitMask == Physics.Score {
score += 1
if score >= highScore{
highScore = score
scoreLabel.text = "SCORE: \(score)"
highScoreLabel.text = "HIGH SCORE: \(highScore)"
let highScoreDefault = NSUserDefaults.standardUserDefaults()
highScoreDefault.setValue(highScore, forKey: "highScore")
highScoreDefault.synchronize()
} else {
scoreLabel.text = "SCORE: \(score)"
highScoreLabel.text = "HIGH SCORE: \(highScore)"
}
}
发布于 2016-09-05 08:38:08
它是旋转的,因为碰撞给物理物体带来了角速度。这就是它应该是的。如果你真的不想让一个物体有角速度,你可以通过设置节点物理体来实现。
allowsRotation
属性设置为false。
在这种情况下,它将类似于:
scoreNode.physicsBody?.allowsRotation = false
https://stackoverflow.com/questions/39322544
复制相似问题