background.size.width/2, background.size.height/2); [self addChild:background]; self.physicsBody = [SKPhysicsBody player"]; SKTexture* texture=[SKTexture textureWithImageNamed:@"player"]; _hero.physicsBody=[SKPhysicsBody CGPointMake(x, GROUND_HEIGHT); downWall.name = NODENAME_WALL; downWall.physicsBody = [SKPhysicsBody void)didBeginContact:(SKPhysicsContact *)contact { if (_isGameOver) { return; } SKPhysicsBody (void) didEndContact:(SKPhysicsContact *)contact{ if (_isGameOver) { return; } SKPhysicsBody
CGSize(width: 30, height: 30)) node.position = CGPoint(x: 0, y: -500) node.physicsBody = SKPhysicsBody
let physicsBody = SKPhysicsBody(circleOfRadius: 30) node.physicsBody = physicsBody physicsBody.categoryBitMask
3.action执行结束后,-didEvaluateActions将被调用,可以对Node进行调整 4.进行物理计算,在Node上添加了SKPhysicsBody的话就会参与这一阶段的物理计算,最后根据结果决定节点状态