Cocos2d中的CCAnimation和移动Sprite是否与physicsBody合适?

时间:2014-06-17 17:14:49

标签: ios objective-c cocos2d-iphone cocos2d-iphone-3

看来我的角色似乎使用CCAnimation和Cocoa2d 3.x按预期动画。问题是当我将CCAnimatedSprite设置为physicsBody时,就像我以前的CCSprite那样,我遇到了崩溃

Aborting due to Chipmunk error: Body's moment is NaN.
    Failed condition: body->i == body->i && body->i_inv == body->i_inv
    Source:/Users/Jason/Desktop/RPGGame/RPG/Libraries/Chipmunk/chipmunk/src/cpBody.c:114

但是如果我删除这一行:

mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];

崩溃消失了,但物理不适用于我的CCAnimatedSprite,我该如何解决这个问题,为什么这条线会导致它?

初始化我的CCAnimatedSprite的完整代码:

 CCTiledMapObjectGroup *objects0  =    [levelOneMap objectGroupNamed:@"mainChar"];
    NSMutableDictionary *startPoint0 =    [objects0 objectNamed:@"startPosition"];
    int x0 = [[startPoint0 valueForKey:@"x"] intValue];
    int y0 = [[startPoint0 valueForKey:@"y"] intValue];
    self.mainChar     = [CCAnimatedSprite animatedSpriteWithPlist:@"AnimateChar.plist"];
    mainChar.position = ccp(x0,y0);
    mainChar.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero, mainChar.contentSize} cornerRadius:0];
    mainChar.physicsBody.collisionGroup = @"groupPlayer";
    mainChar.physicsBody.collisionType = @"collisionPlayer";
    [mainChar addAnimationwithDelayBetweenFrames:0.1f name:@"AnimateChar"];
    [mainChar setFrame:@"AnimateChar-1.png"];

    [self.physicsWorldNode addChild: mainChar];

1 个答案:

答案 0 :(得分:1)

只需移动

即可修复它 物理实体上方的[p> [mainChar setFrame]行,它运行正常。菜鸟错误^^