将精灵添加到其他精灵位置

时间:2015-08-18 12:54:21

标签: ios iphone gamekit skshapenode

我有两个身体

SKShapeNode *hero = [SKShapeNode shapeNodeWithCircleOfRadius:HERO_SIZE];
hero.lineWidth = 1;
hero.fillColor = [SKColor orangeColor];
hero.name = @"Hero";

    hero.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:HERO_SIZE];
    hero.physicsBody.categoryBitMask = hero;
    hero.physicsBody.collisionBitMask = friendlyCategory | enemyCategory;
    hero.physicsBody.contactTestBitMask = friendlyCategory | enemyCategory;       

    hero.position = [self getStartPosition];


  SKShapeNode *circle = [SKShapeNode shapeNodeWithCircleOfRadius:BALL_SIZE];
    circle.position = [self randomPossition];
    circle.lineWidth = 2;
    circle.strokeColor = [SKColor blueColor]; 
    circle.fillColor = color;
    circle.name = @"Circle"; 
    circle.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:BALL_SIZE];
    circle.physicsBody.categoryBitMask = friendlyCategory;


    circle.physicsBody.collisionBitMask = hero;
    circle.physicsBody.contactTestBitMask = hero;

然后,

- (void)didEndContact:(SKPhysicsContact *)contact
{
 uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);
    if (collision == (friendlyCategory | hero ))
    {
 SKShapeNode* node = (SKShapeNode*)contact.bodyA.node;

        if ([node.name isEqualToString:@"Hero"])
        {
            self.activeFriendlyBall = (SKShapeNode*)contact.bodyB.node;
        }
        else
        {
            self.activeFriendlyBall = (SKShapeNode*)contact.bodyA.node;
        }



           self.hero.position = self.activeFriendlyBall.position;

}
}

Hero必须加在activeFriendlyBall之上,为他的中锋位置。但它附近增加了。我认为这是因为物理增加了。但我需要将物理身体用于其他逻辑。

http://cl.ly/image/0g1S0d3h1h0w

必须如此,如何在顶部屏幕。

2 个答案:

答案 0 :(得分:2)

我找到了解决方案。

self.heroBall.physicsBody.velocity = CGVectorMake(0, 0);
[self.heroBall runAction: [SKAction moveTo:self.activeFriendlyBall.position duration:0.0]];

答案 1 :(得分:0)

我相信这是因为你们两者都启用了碰撞检测,这意味着它们不能相互叠加。如果您只是想确定一个精灵是否与另一个精灵接触,那么您需要的就是接触检测。从碰撞检测位掩码中移除英雄或友谊球将允许它们彼此叠加/相互穿过等。

如果你根本不关心其中一个的碰撞(精灵没有“反弹”任何东西)我建议只为该精灵设置碰撞检测为0.

最佳

相关问题