我在物理主体上设置碰撞位掩码,这样它就不会发生冲突,但仍然会发生冲突。
-(void) createPlayer{
player = [SKSpriteNode spriteNodeWithImageNamed:@"GonGonRed"];
player.position = CGPointMake(40, 100);
player.size = CGSizeMake(35*self.frame.size.height/320, 35*self.frame.size.height/320);
player.zPosition = 7;
player.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:player.size.width/2-1];
player.physicsBody.dynamic = NO;
player.physicsBody.allowsRotation = NO;
player.physicsBody.usesPreciseCollisionDetection = YES;
player.physicsBody.categoryBitMask = 1;
player.physicsBody.contactTestBitMask = 4;
player.physicsBody.collisionBitMask = 2;
player.physicsBody.mass = 0.013963;
[self addChild:player];
}
SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"wheel"];
wheel.size = CGSizeMake(newwidth, newheight);
wheel.position = CGPointMake(px, py);
wheel.name = @"wheel";
wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:newwidth/2];
wheel.physicsBody.dynamic = NO;
wheel.physicsBody.restitution = obstacleRestitution;
wheel.physicsBody.usesPreciseCollisionDetection = YES;
wheel.physicsBody.categoryBitMask = 3;
wheel.physicsBody.collisionBitMask = 0;
wheel.physicsBody.contactTestBitMask = 0;
wheel.zPosition = 5;
轮子和球员不应该碰撞,但他们是。我
答案 0 :(得分:3)
这是由以下行引起的。
wheel.physicsBody.categoryBitMask = 3;
SpriteKit通过执行逻辑AND操作将正文的categoryBitMask与其他正文的collisionBitMask进行比较。 当结果为非零值时,将触发碰撞。
在这种情况下,SpriteKit会将wheel的categoryBitMask与玩家的collisionBitMask进行比较,如下所示。
轮子的categoryBitMask是0x011(= 3)
玩家的collisionBitMask是0x010(= 2)
AND运算结果为0x010。这是非零,因此发生了碰撞。
所以你应该改变wheel的categoryBitMask值,以避免逻辑AND操作的结果变为Non-Zero,如下所示。
wheel.physicsBody.categoryBitMask = 8;
此外,必须将动态属性设置为YES。