tha*_*guy 15 objective-c collision ios sprite-kit
我正在尝试用精灵套件制作一个简单的游戏.基本的想法是有一个玩家可以跳跃以避免阻挡.但我有一个问题我不知道怎么做,当玩家击中阻止时,玩家消失并且血液动画开始.首先,我不明白我在苹果网站上找到的代码是什么.
static const uint32_t blockCategory = 0x1 <<0;
static const uint32_t playerCategory = 0x1 <<1;
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比我调用didBeginContact函数并在其中放置一个NSLOG("确实调用函数").但我从来没有在调试器中收到输出.
这是我的_player和_block代码: - (SKSpriteNode*)character {
_player = [SKSpriteNode spriteNodeWithImageNamed:@"soldier_run1"];
_player.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_player.size.width /2 -5];
_player.physicsBody.dynamic = YES;
_player.physicsBody.usesPreciseCollisionDetection = YES;
_player.physicsBody.friction = 0;
_player.physicsBody.categoryBitMask = playerCategory;
_player.physicsBody.collisionBitMask = blokCategory;
_player.name = @"player";
SKAction *animAction = [SKAction animateWithTextures:playerTextures timePerFrame:0.1 resize:YES restore:YES];
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我的_player代码:
[_player runAction:[SKAction repeatActionForever:animAction]];
return _player;
}
-(SKSpriteNode *)block {
_blok = [[SKSpriteNode alloc] initWithColor:[SKColor blackColor] size:CGSizeMake(15, 40)];
//physics
_blok.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_blok.size];
_blok.physicsBody.dynamic = NO;
_blok.name = @"block";
_blok.physicsBody.categoryBitMask = blokCategory;
_blok.physicsBody.collisionBitMask = playerCategory;
SKAction *moveBlock = [SKAction sequence:@[
[SKAction moveToX:-20 duration:2] ]];
[_blok runAction:moveBlock ];
return _blok;
}
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另外,我真的不明白categoryBitMask和collisionBitMask的作用.在我工作之后我想让角色从屏幕和血液动画中消失开始,但我不知道如何让这种情况发生.我认为你必须做类似的事情:if(_player && _block didcollide){}但我不知道该怎么做.
ZeM*_*oon 22
categoryBitMask设置sprite所属的类别,而collisionBitMask设置sprite可以与之碰撞的类别,而不是传递它们.
对于碰撞检测,您需要设置contactTestBitMask.在这里,您可以设置要在联系时调用联系人委托的精灵类别.
你已经做的是正确的.以下是您需要做的一些补充:
_player.physicsBody.contactTestBitMask = blockCategory;
_blok.physicsBody.contactTestBitMask = playerCategory;
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然后,按如下方式实施联系代表:
-(void)didBeginContact:(SKPhysicsContact *)contact`
{
NSLog(@"contact detected");
SKPhysicsBody *firstBody;
SKPhysicsBody *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
//Your first body is the block, secondbody is the player.
//Implement relevant code here.
}
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有关实现碰撞检测的详细说明,请参阅本教程.
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