我有这个问题: 我有节点A和节点B. 我想要的是当它们之间发生碰撞时(节点A与B的顶部发生碰撞),节点B不会推动节点A向上一点。因为就像现在一样,当A与B碰撞时,它被推回一点,并且碰撞立即结束(调用didEndContact)。因此当我喜欢与B碰撞时,碰撞立即结束,然后重新开始,然后结束,然后重新开始......我想要的是,如果A与B相撞,A将会放在此B.我注意到我可以实现通过设置A.dynamic = NO,但我需要将速度应用于A,如果它不是动态的,速度就不会起作用。
这是代码:
typedef NS_OPTIONS(uint32_t, CollisionCategory)
{
CollisionCategoryPlayer = 1 << 0,
CollisionCategoryDiggable = 1 << 1,
};
-(void)didMoveToView:(SKView *)view
{
self.playerNode = [SKSpriteNode spriteNodeWithImageNamed:@"player"];
self.playerNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerNode.size];
self.playerNode.physicsBody.categoryBitMask = CollisionCategoryPlayer;
self.playerNode.physicsBody.collisionBitMask = CollisionCategoryDiggable;
self.playerNode.physicsBody.contactTestBitMask = CollisionCategoryDiggable;
self.playerNode.position = CGPointMake(160, 520);
self.playerNode.name = @"player";
self.playerNode.physicsBody.allowsRotation = NO;
self.playerNode.physicsBody.friction = 0;
[self addChild:self.playerNode];
SKSpriteNode* spriteNode = [SKSpriteNode spriteNodeWithTexture:textToUse];
spriteNode.name = keyFromCoordinate(coord);
spriteNode.position = CGPointMake(160, 400);
spriteNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:spriteNode.size];
spriteNode.physicsBody.dynamic = NO;
spriteNode.physicsBody.categoryBitMask = CollisionCategoryDiggable;
spriteNode.physicsBody.collisionBitMask = CollisionCategoryPlayer;
spriteNode.physicsBody.contactTestBitMask = CollisionCategoryPlayer;
spriteNode.physicsBody.resting = YES;
[self addChild:spriteNode];
}
-(void)update:(NSTimeInterval)currentTime
{
self.playerNode.physicsBody.velocity = CGVectorMake(0, -200);
}
问题再次出现了didBeginContact被调用,然后是didEndContact,然后是didBegin等等,我想要的是 - 开始时只调用一次。
答案 0 :(得分:0)
为这两个physicsBodies设置restitution = 0
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