所以我得到了2个SKSpriteNodes,一个人类和一个块。如果人类击中顶部的块,它应该能够跳跃,如果他在空中,他不应该。我正在使用intersectsNode,但是人类只在块的末尾跳转,我不知道为什么。 论坛成员告诉我使用bodyAtPoint,但如果我使用它只显示: “SKSpriteNode没有可见的@interface声明选择器bodyAtPoint”。
我当前的代码有intersectsNode:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
Human.physicsBody.velocity = CGVectorMake(0, 0);
if([Human intersectsNode:Block1]){
[Human.physicsBody applyImpulse:CGVectorMake(0, 40)];
}
答案 0 :(得分:0)
我建议您使用didBeginContact:
代替intersectsNode
。在MyScene中,您可以这样设置:
@implementation MyScene
{
BOOL playerBlockContact
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);
if (collision == (CNPhysicsCategoryPlayer | CNPhysicsCategoryBlock))
{
playerBlockContact = true;
NSLog(@"Contact");
}
}
- (void)didEndContact:(SKPhysicsContact *)contact
{
uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);
if (collision == (CNPhysicsCategoryPlayer | CNPhysicsCategoryBlock))
{
playerBlockContact = false;
NSLog(@"Contact lost");
}
}
然后将if([Human intersectsNode:Block1])
替换为If(playerBlockContact)
。