我正在尝试在游戏中使用Box2D联系人监听器。我知道Ray Wenderlich有一个如何做到这一点的教程,但我发现它令人困惑,我想看看是否有人可以帮我解释如何做到这一点。
我是否需要为此联系人监听器设置一个特定的类,或者它只是我的CCScene类中的几个基本代码行?
有人可以对此提供一些见解吗?
感谢!!!
答案 0 :(得分:3)
您必须为碰撞实现一个新类,或者根据某些标准将联系人监听器称为标记号。我有一个例子给你。
// ContactListener.h
#import "Box2D.h"
class ContactListener : public b2ContactListener
{
private:
void BeginContact(b2Contact* contact);
void EndContact(b2Contact* contact);
};
// ContactListener.mm
#import "ContactListener.h"
#import "cocos2d.h"
#import "BodyNode.h"
#import "GameScene.h"
void ContactListener::BeginContact(b2Contact* contact)
{
b2Body* bodyA = contact->GetFixtureA()->GetBody();
b2Body* bodyB = contact->GetFixtureB()->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
{
BodyNode* bNodeA = (BodyNode*)bodyA->GetUserData();
BodyNode* bNodeB = (BodyNode*)bodyB->GetUserData();
if ((bNodeA.tag == GameSceneNodeTagBall && bNodeB.tag == GameSceneNodeTagHole) ||
(bNodeA.tag == GameSceneNodeTagHole && bNodeB.tag == GameSceneNodeTagBall))
{
switch (bNodeA.tag) {
case GameSceneNodeTagBall:
if ([bNodeA isKindOfClass:[Ball class]]) {
Ball* ball = (Ball*)bNodeA;
ball.sprite.visible = NO;
[[GameScene sharedGameScene] gameOver];
}
break;
case GameSceneNodeTagHole:
if ([bNodeB isKindOfClass:[Ball class]]) {
Ball* ball = (Ball*)bNodeB;
ball.sprite.visible = NO;
[[GameScene sharedGameScene] gameOver];
}
break;
default:
break;
}
}
}
}
这是球洞碰撞的一个例子。您可以根据自己的要求使用它。
希望这会对你有所帮助。
谢谢!
仅检查碰撞一次:
// ContactListener.mm
#import "ContactListener.h"
#import "cocos2d.h"
#import "BodyNode.h"
#import "GameScene.h"
void ContactListener::BeginContact(b2Contact* contact)
{
b2Body* bodyA = contact->GetFixtureA()->GetBody();
b2Body* bodyB = contact->GetFixtureB()->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
{
BodyNode* bNodeA = (BodyNode*)bodyA->GetUserData();
BodyNode* bNodeB = (BodyNode*)bodyB->GetUserData();
if ((bNodeA.tag == GameSceneNodeTagBall && bNodeB.tag == GameSceneNodeTagHole) ||
(bNodeA.tag == GameSceneNodeTagHole && bNodeB.tag == GameSceneNodeTagBall))
{
switch (bNodeA.tag) {
case GameSceneNodeTagBall:
if ([bNodeA isKindOfClass:[Ball class]] && isBallCollision == NO) {
Ball* ball = (Ball*)bNodeA;
ball.sprite.visible = NO;
isBallCollision = YES;
[[GameScene sharedGameScene] gameOver];
}
break;
case GameSceneNodeTagHole:
if ([bNodeB isKindOfClass:[Ball class]] && isBallCollision == NO) {
Ball* ball = (Ball*)bNodeB;
ball.sprite.visible = NO;
isBallCollision = YES;
[[GameScene sharedGameScene] gameOver];
}
break;
default:
isBallCollision = NO;
break;
}
}
}
}