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问题描述

我正在尝试为我的应用程序创造一个新的水平。老实说,我只是将我的代码从视图控制器和游戏场景复制并粘贴到我更改了名称的其他文件中。是的,我确实也更改了文件内部的名称,所以它会匹配新的级别。但是,我的联系人代表现在无法在我的新级别上工作。我怎样才能解决这个问题?

Cannot assign value of type 'Level1' to type 'SKPhysicsContactDelegate?'

我究竟做错了什么?我刚刚检查了我在创建新关卡之前拥有的主文件,现在它出现了错误。我没有更改任何编码。

    import SpriteKit
    import GameplayKit

    class Level1: SKScene {

        var ball = SKSpriteNode()
        var danger1 = SKSpriteNode()
        var danger2 = SKSpriteNode()
        var goal = SKSpriteNode()


        over

ride func didMove(to view: SKView) {

        physicsWorld.contactDelegate = self
        ball = self.childNode(withName: "ball") as! SKSpriteNode
        danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
        danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
        goal = self.childNode(withName: "goal") as! SKSpriteNode

        let border = SKPhysicsBody(edgeLoopFrom: self.frame)
        border.friction = 0
        border.restitution = 0

        danger1.physicsBody = SKPhysicsBody(rectangleOf: danger1.size)
        danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger1.physicsBody?.isDynamic = false

        danger2.physicsBody = SKPhysicsBody(rectangleOf: danger2.size)
        danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
        danger2.physicsBody?.isDynamic = false

        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
        ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
        ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory | PhysicsCategories.goalCategory
        ball.physicsBody?.collisionBitMask = PhysicsCategories.none
        ball.physicsBody?.isDynamic = true
        ball.physicsBody!.affectedByGravity = false

        goal.physicsBody = SKPhysicsBody(rectangleOf: goal.size)
        goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
        goal.physicsBody?.isDynamic = false


        setupPhysics()
        startGame()
    }
    func setupPhysics() {
        physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
        physicsWorld.contactDelegate = self
    }


    func startGame() {
        ball.position = CGPoint(x: 0, y: 550)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
            let location = touch.location(in: self)
            ball.position.x = location.x
            ball.position.y = location.y

        }
    }

    override func update(_ currentTime: TimeInterval) {
        // Called before each frame is rendered
    }
}

extension GameScene: SKPhysicsContactDelegate {



    func didBegin(_ contact: SKPhysicsContact) {
        let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

        if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
            print("Contact")
        } else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
            print("goal contact")
        }
    }

}

标签: swiftsprite-kit

解决方案


而不是创建扩展名,而是创建扩展GameSceneLevel1

extension Level1: SKPhysicsContactDelegate

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