spritekitで3つ以上のオブジェクトの衝突を行いたいと思います。
以下の通り、コードを書きましたがうまく動きません。
black,blueの四角にぶつからず、地面にぶつかっても
println("black")
println("blue")
が表示されます。
また、black四角にぶつかっても
println("blue")
が表示されます。
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let blackCategory: UInt32 = 0x1 << 0
let whiteCategory: UInt32 = 0x1 << 1
let blueCategory: UInt32 = 0x1 << 2
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self self.size = view.bounds.size self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame) self.physicsWorld.gravity = CGVectorMake(0.0, -3.0) let blackSquare = SKSpriteNode(color: UIColor.blackColor(), size: CGSizeMake(50, 50)) blackSquare.position = CGPoint( x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame) ) blackSquare.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(50, 50)) blackSquare.physicsBody?.affectedByGravity = false blackSquare.physicsBody?.dynamic = false blackSquare.physicsBody?.categoryBitMask = blackCategory blackSquare.physicsBody?.contactTestBitMask = whiteCategory let blueSquare = SKSpriteNode(color: UIColor.blueColor(), size: CGSizeMake(50, 50)) blueSquare.position = CGPoint( x: CGRectGetMidX(self.frame) - 100, y: CGRectGetMidY(self.frame) - 100 ) blueSquare.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(50, 50)) blueSquare.physicsBody?.affectedByGravity = false blueSquare.physicsBody?.dynamic = false blackSquare.physicsBody?.categoryBitMask = blueCategory blackSquare.physicsBody?.contactTestBitMask = whiteCategory self.addChild(blackSquare) self.addChild(blueSquare)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch in touches { let location = touch.locationInNode(self) let whiteRectangle = SKSpriteNode(color: UIColor.whiteColor(), size: CGSizeMake(50, 50)) whiteRectangle.position = location whiteRectangle.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(50, 50)) whiteRectangle.physicsBody?.categoryBitMask = whiteCategory whiteRectangle.physicsBody?.contactTestBitMask = blackCategory whiteRectangle.physicsBody?.contactTestBitMask = blueCategory self.addChild(whiteRectangle) }
}
override func update(currentTime: CFTimeInterval) {
}
func didBeginContact(contact: SKPhysicsContact!) {
var firstBody, secondBody, thirdBody: SKPhysicsBody if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask { firstBody = contact.bodyA secondBody = contact.bodyB thirdBody = contact.bodyB } else { firstBody = contact.bodyB secondBody = contact.bodyA thirdBody = contact.bodyA } if firstBody.categoryBitMask & whiteCategory != 0 && secondBody.categoryBitMask & blackCategory != 0 { //secondBody.node?.removeFromParent() println("black") } if firstBody.categoryBitMask & whiteCategory != 0 && thirdBody.categoryBitMask & blueCategory != 0 { //secondBody.node?.removeFromParent() println("blue") }
}
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