我想使用物理引擎碰撞2个精灵。 但我的联系人听众没有回应。日志或运行时没有警告/错误。 所以这就是我所做的:
声明
1)cocos2d::PhysicsWorld* m_world;
2)void setPhyWorld(cocos2d::PhysicsWorld* world){m_world = world;}
3)bool onContactBegin(cocos2d::PhysicsContact& contact);
实施 对于PhysicsWorld: 场景 - >
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::createWithPhysics();
scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
auto layer = HelloWorld::create();
layer->setPhyWorld(scene->getPhysicsWorld());
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
PhysicsWorld->
void HelloWorld::createPhysicsWorld(){
auto body = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3);
auto edgeNode = Node::create();
edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
edgeNode->setPhysicsBody(body);
this->addChild(edgeNode);
}
创建精灵 - >
void HelloWorld::createCar(){
car = Sprite::create("car.png");
auto body3 = PhysicsBody::createBox(car->getContentSize());
body3->setDynamic(false);
body3->setCategoryBitmask(2);
body3->setCollisionBitmask(2);
body3->setContactTestBitmask(true);
car->setPhysicsBody(body3);
// position the sprite on the center of the screen
car->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(car, 1);
car->setAnchorPoint(Vec2(0.5, 0));
car->setFlippedX(true);
}
void HelloWorld::createRocket(){
rocket = Sprite::create("rocket.png");
auto body2 = PhysicsBody::createBox(rocket->getContentSize());
body2->setDynamic(false);
body2->setCategoryBitmask(1);
body2->setCollisionBitmask(1);
body2->setContactTestBitmask(true);
rocket->setPhysicsBody(body2);
// position the sprite on the center of the screen
rocket->setPosition(Vec2(visibleSize.width/2 + origin.x,origin.y));
// add the sprite as a child to this layer
this->addChild(rocket, 1);
}
碰撞 - >
auto contactListener = EventListenerPhysicsContact::create();
contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener,this);
ContactListner->
bool HelloWorld::onContactBegin(cocos2d::PhysicsContact& contact)
{
CCLOG("onContactBegin -------> ");
return true;
}
答案 0 :(得分:2)
你错过了你的代码是个棘手的问题。一个体应该是setDynamic为true。
体佩> setDynamic(真);
喝彩!
答案 1 :(得分:1)
我只是在createRocket方法和setGravityEnable(false)中注释body2->setDynamic(false);
;它现在有效。
void HelloWorld::createRocket(){
rocket = Sprite::create("rocket.png");
rocket->setPosition(Vec2(visibleSize.width/2 + origin.x,origin.y - 50));
rocket->setTag(3);
auto body2 = PhysicsBody::createBox(rocket->getContentSize());
//body2->setDynamic(false);
body2->setTag(3);
body2->setGravityEnable(false);
body2->setCollisionBitmask(3);
body2->setContactTestBitmask(true);
rocket->setPhysicsBody(body2);
this->addChild(rocket, 1);
}
答案 2 :(得分:0)
嗯,事实证明这有点难看。
body3->setContactTestBitmask(true);
此方法的参数是位掩码而不是'true'/'false'字段,因此您的'true'掩码被视为1,而您的body掩码为2.解决方案是:
body3->setCategoryBitmask(1);
body3->setCollisionBitmask(3);
body3->setContactTestBitmask(1);
body2->setCategoryBitmask(3);
body2->setCollisionBitmask(1);
body2->setContactTestBitmask(1);