#import "collisionTestMyScene.h"
const static int nodeBitMask = 0x1 << 0;
const static int node1BitMask = 0x1 << 1;;
@implementation collisionTestMyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.physicsWorld.contactDelegate = self;
w = 0;
}
return self;
}
-(void) didBeginContact:(SKPhysicsContact *)contact {
NSLog(@"Contact Begin");
if (contact.bodyA.categoryBitMask == nodeBitMask) {
NSLog(@"Node is Body A");
}
if (contact.bodyA.categoryBitMask == node1BitMask) {
NSLog(@"Node is Body B");
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
node = [SKSpriteNode spriteNodeWithImageNamed:@"block.jpg"];
node.position = location;
[node setScale:0.07];
node.physicsBody.contactTestBitMask = node1BitMask;
node.physicsBody.categoryBitMask = nodeBitMask;
node.physicsBody.collisionBitMask = nodeBitMask;
//node.physicsBody.collisionBitMask = 0;
node1 = [SKSpriteNode spriteNodeWithImageNamed:@"block2.jpg"];
node1.position = CGPointMake(200, 200);
node1.physicsBody.categoryBitMask = node1BitMask;
node1.physicsBody.contactTestBitMask = nodeBitMask;
node1.physicsBody.collisionBitMask = node1BitMask;
//node1.physicsBody.collisionBitMask = 0;
[node1 setScale:0.07];
[self addChild:node];
[self addChild:node1];
node.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(node.size.width, node.size.height)];
node1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(node1.size.width, node1.size.height)];
SKAction *moveUp = [SKAction moveToX:100 duration:3];
node1.physicsBody.affectedByGravity = NO;
node.physicsBody.affectedByGravity = NO;
[node1 runAction:moveUp];
w = 1;
}
}
从来没有NSLogging任何东西。我试过改变位掩码等等。 CGRectIntersects函数可以工作,但是不够准确。此外,这两个节点是完美的盒子形状。我能做错什么?提前谢谢!
答案 0 :(得分:2)
这里的问题是位掩码。这两个节点属于不同的类别,接触和冲突组(位掩码)。因此,它们不会接触也不会发生碰撞,因为比特掩码与AND
进行比较,并且仅当结果为非零时才会发生接触/碰撞。
简而言之,至少要将它们放在相同的接触位掩码中,以便接收didBeginContact
条消息。