我正在尝试使用可以移动的块创建一个游戏,它们都属于同一个类别.BitMask。除非我将physicsBody设置为动态,否则didBeginContact不会触发。如何检测属于同一类别的两个块之间的冲突?
生成块的代码:
float blkX = 34;
float blkY = 64;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 6; j++){
block = [SKSpriteNode spriteNodeWithImageNamed:blocksArray[(arc4random()%5)]];
block.position = CGPointMake(blkX, blkY);
block.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:block.size];
block.physicsBody.usesPreciseCollisionDetection = YES;
block.physicsBody.dynamic = NO;
block.physicsBody.categoryBitMask = blockCategory;
block.physicsBody.contactTestBitMask = blockCategory;
block.physicsBody.collisionBitMask = blockCategory;
[block setName:@"block"];
[_bgLayer addChild:block];
blkX += 48;
}
blkX = 34;
blkY += 48;
}
我正在使用SKPhysicsContactDelegate并在我的init方法中包含以下两行:
self.physicsWorld.contactDelegate = self;
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0);
我的didBeginContact方法:
-(void)didBeginContact:(SKPhysicsContact *)contact{
SKPhysicsBody *firstBody, *secondBody;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
NSLog(@"We Collided!");
}
任何帮助表示赞赏。谢谢!
答案 0 :(得分:1)
我确实想出了一些适用于类似情况的人:
在我的touchesBegan方法中,我将被移动的块设置为Dynamic,它会触发didBeginContact。这是我的touchesBegan方法:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
self.selectedNode = [self nodeAtPoint:[[touches anyObject] locationInNode:self]];
[self.selectedNode.physicsBody setDynamic:YES];
}
然后在touchesEnded方法中再次关闭它。
我还设置了允许块移动到其他块的block.physicsBody.collisionBitMask = 0
。如果这对至少另一个人有帮助,则值得提出问题!