タイトル通りでございますが
3つのオブジェクトの衝突について
当方はかなり手こずりましたので、投稿させていただきます。
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let whiteCategory: UInt32 = 0x1 << 0
let blackCategory: 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
//(2)
// blackSquare.physicsBody?.categoryBitMask = blueCategory
// blackSquare.physicsBody?.contactTestBitMask = whiteCategory
blueSquare.physicsBody?.categoryBitMask = blueCategory
blueSquare.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: 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 &&
secondBody.categoryBitMask & blueCategory != 0 {
//secondBody.node?.removeFromParent()
println("blue")
}
}
}