我尝试捕捉2个精灵之间的intersectsRect
看完之后:
http://www.cocos2d-x.org/wiki/Coordinate_System#convertToNodeSpace
我有这种精灵的层次结构
+Root
|-Child_1
| |--Child_1_of_Child_1
|-Child_2
在代码中简单
Sprite* root = Sprite::create();
Sprite* Child_1 = Sprite::create();
Sprite* Child_1_of_Child_1 = Sprite::create();
Sprite* Child_2 = Sprite::create();
root->addChild(Child_1);
Child_1->addChild(Child_1_of_Child_1 );
root->addChild(Child_2);
我想捕捉Child_2和Child_1_of_Child_1精灵之间的碰撞。 但我所做的每件事都从未在Child_1_of_Child_1中捕获它 这就是我在更新循环中所拥有的。
Rect r = Child_2->getBoundingBox();
Vec2 vr = Child_2->getPosition();
Vec2 newNodeSpaceVec = Child_1->convertToNodeSpace(vr);
//not working also
// Vec2 newNodeSpaceVec = Child_1->Child_1_of_Child_1->convertToNodeSpace(vr);
Rect NewRec(newNodeSpaceVec.x,newNodeSpaceVec.y,r.size.width,r.size.height);
//THIS iS ALLWAYS FALSE
if(Child_1->Child_1_of_Child_1->getBoundingBox().intersectsRect(NewRec))
{
}
现在我的工作很重要,即使我看到2个精灵碰撞了if if is never true。
答案 0 :(得分:1)
对于您提供的结构,请尝试使用:
Vec2 child1Pos = Child_1->getParent()->convertToWorldSpace(Child_1->getPosition());