Bre*_*ean 4 objective-c collision-detection ios sprite-kit
你好.
我在Sprite Kit中遇到了这个奇怪的问题.我正在使用nodeAtPoint
并categoryBitMask
在调用跳转方法时检测玩家是否正在接触地面.
一切都在发挥作用.但是 - 为了在抽屉中显示一些可选按钮 - 当我移动父节点时SKAction moveTo:CGPoint
(我有地面和玩家作为孩子SKNode
),玩家不会跳跃.我NSLog pointBelowPlayer
,它和以前一样,但是blockNode.physicsBody
为空!这可能是Sprite Kit中的一个错误,还是我遗漏了一些关于继承和位置的基本信息?
跳跃的方法:
-(void)playerJump {
// Player jump if on ground
CGPoint pointBelowPlayer = CGPointMake(_player.position.x, _player.position.y-_player.size.height);
SKNode *blockNode = [self nodeAtPoint:pointBelowPlayer];
if (blockNode.physicsBody.categoryBitMask == groundCategory){
[_player.physicsBody applyImpulse:CGVectorMake(0, 120.0f)];
}
}
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移动父节点的方法:
-(void)toggleDrawer {
if (bDrawerVisible) {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 0) duration:1]];
bDrawerVisible = false;
} else {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 200) duration:1]];
bDrawerVisible = true;
}
}
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创建SpriteNodes:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
_actionLayer = [SKNode new];
_player = [self createPlayer];
[_actionLayer addChild:_player];
_ground = [self createGround];
[_actionLayer addChild:_ground];
}
-(SKSpriteNode *)createPlayer {
SKSpriteNode *player = [SKSpriteNode spriteNodeWithImageNamed:@"redSquare.png"];
player.name = @"player";
player.scale = 0.5;
player.position = CGPointMake(screenWidth/3, player.size.height*2);
player.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:player.size];
player.physicsBody.categoryBitMask = playerCategory;
player.physicsBody.collisionBitMask = groundCategory;
player.physicsBody.contactTestBitMask = noteCategory;
return player;
}
-(SKSpriteNode *)createGround {
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:@"ground.png"];
ground.name = @"ground";
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.dynamic = NO;
ground.physicsBody.categoryBitMask = groundCategory;
ground.physicsBody.collisionBitMask = playerCategory;
ground.xScale = screenWidth/ground.size.width;;
ground.position = CGPointMake(self.size.width/2, 0);
return ground;
}
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好的,我解决了这个问题...如果你有一个以上的节点,在你点击的位置,如果最深的节点没有名字,或者最深的节点的名称,你将得到null.
所以使用它来遍历所有节点:
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
NSArray *buttonNodes = [self nodesAtPoint:location];
for (SKNode *node in buttonNodes)
{
NSLog(@"%@", node.name);
}
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您还可以使用其他方法NSLog(@"%f", node.zPosition);
来获取zPosition以查看其中一个是最重要的.