我创建了SKScene
继承的类。
问题是关于物理体方法的接触
- (void)didBeginContact:(SKPhysicsContact *)contact
未被调用 解决方案可能很简单,但作为精灵套件的初学者我坚持这个。
以下是代码
#import "MyScene.h"
@interface MyScene ()
@property BOOL contentCreated;
@end
@implementation MyScene
- (id)initWithSize:(CGSize)size {
self = [super initWithSize:size];
if (self) {
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
return self;
}
- (void)didMoveToView:(SKView *)view
{
if (!self.contentCreated) {
[self buildWorld];
self.physicsWorld.contactDelegate = self;
}
}
#pragma mark - World Building
- (void)buildWorld {
NSLog(@"Building the world");
SKSpriteNode * sprite1 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite1.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) +100);
SKSpriteNode * sprite2 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite2.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) - 100);
[self addChild:sprite1];
[self addChild:sprite2];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"contact");
}
@end
提前致谢。
答案 0 :(得分:13)
来自SKPhysicsWorld
文档:
当两个物理实体重叠时,会创建一个联系人 物理实体具有与
contactTestBitMask
重叠的categoryBitMask
属性 另一个人的categoryBitMask
财产。
您必须为物理机构分配contactTestBitMask
和static const uint32_t sprite1Category = 0x1 << 0;
static const uint32_t sprite2Category = 0x1 << 1;
。您想先创建类别:
sprite1.physicsBody.categoryBitMask = sprite1Category;
sprite1.physicsBody.contactTestBitMask = sprite2Category;
sprite2.physicsBody.categoryBitMask = sprite2Category;
sprite2.physicsBody.contactTestBitMask = sprite1Category;
接下来,分配类别和联系测试位掩码:
SKPhysicsBody
请注意{{1}}文档:
为获得最佳性能,仅设置触点掩码中的位 您感兴趣的互动。