在cocos2d box2d中进行简单的碰撞检测。碰撞时没有任何反应

时间:2012-02-11 15:48:32

标签: objective-c cocos2d-iphone collision-detection box2d-iphone

我正在试图弄清楚如何做到这一点,我有一个名为'玩家'的精灵和名为'摇滚'的精灵 我正试图检测两个精灵之间的碰撞.....但碰撞没有任何反应!

继续我所做的事情:

-(void)addRock {

rock = [CCSprite spriteWithFile:@"rock.png" 
                                     rect:CGRectMake(0, 0, 27, 40)]; 

// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = rock.contentSize.width/2;
int maxX = winSize.width - rock.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
// Create the target slightly off-screen along the right edge,
// and along a random position along the X axis as calculated above
rock.position = ccp(actualX, 500);
rock.tag = 1;
[rockArray addObject:rock];
[self addChild:rock];

以下播放器代码:

-(id) init{
if( (self=[super initWithColor:ccc4(255, 255, 255, 255)] )) {
    CGSize winSize = [[CCDirector sharedDirector] winSize];
    player = [CCSprite spriteWithFile:@"Player.png" 
                                           rect:CGRectMake(0, 0, 27, 40)];
    player.position = ccp(winSize.width/2, winSize.height/4+15); //position of where the player is placed
    player.tag = 2;
    [playerArray addObject:player];
    [self addChild:player];

精灵移动完成:

-(void)spriteMoveFinished:(id)sender {


CCSprite *sprite = (CCSprite *)sender;
[self removeChild:sprite cleanup:YES];

if (sprite.tag == 1) { // rock
    [rockArray removeObject:sprite];
} else if (sprite.tag == 2) { // players
    [playerArray removeObject:sprite];

init(数组初始化):

rockArray = [[NSMutableArray alloc]init];
    playerArray = [[NSMutableArray alloc]init];
    [self schedule:@selector(update:)];

更新方法

- (void)update:(ccTime)dt {


    NSMutableArray *rocksToDelete = [[NSMutableArray alloc] init];
    for (rock in rockArray) {
        CGRect rockRect = CGRectMake(
                                       rock.position.x - (rock.contentSize.width/2), 
                                       rock.position.y - (rock.contentSize.height/2), 
                                       rock.contentSize.width, 
                                       rock.contentSize.height);


    NSMutableArray *playersToDelete = [[NSMutableArray alloc] init];
    for (player in playerArray) {
        CGRect pRect = CGRectMake(

                                        player.position.x - (player.contentSize.width/2), 
                                        player.position.y -(player.contentSize.height/2), 
                                        player.contentSize.width,
                                        player.contentSize.height);

        if (CGRectIntersectsRect(rockRect, pRect)) {
            [rocksToDelete addObject:rock];
        }

        for (rock in rocksToDelete) {
            [rockArray removeObject:rock];
            [self removeChild:rock cleanup:YES];                                    
        }

        if (rocksToDelete.count > 0) {
            [playersToDelete addObject:player];
        }
        [rocksToDelete release];

        for (player in playersToDelete) {
            [playerArray removeObject:player];
            [self removeChild:player cleanup:YES];
        }
        [playersToDelete release];

我一直在努力整理我的问题。我似乎可以让碰撞检测工作。如果是这样,有人可以给我一个简短的代码吗?

1 个答案:

答案 0 :(得分:0)

要检查两个精灵之间的碰撞,你必须每帧调用一个方法(或者你经常选择的方式)来检查是否发生了碰撞。 将以下代码添加到init方法:

[self scheduleUpdate];

...这将在每一帧上调用以下方法(您必须添加到类实现中):

-(void)update:(ccTime)delta {
   if (CGRectIntersectsRect(player.boundingBox, rock.boundingBox)) {
       //Do Stuff
   }
}

对于以前的代码,你必须将Player和Rock精灵声明为成员变量,以便在整个班级中使用它们。

如果场景中有多个岩石精灵,你想要检查碰撞,你将不得不使用一个阵列。快速举例:

1在类接口中声明一个数组:

NSMutableArray *rockArray;

2在init方法中为它分配内存

rockArray = [NSMutableArray array];

3在“addRock”方法中,将创建的岩石精灵添加到数组中,然后将其作为子项添加到场景中

-(void) addRock {
   CCSprite *rock = [CCSprite spriteWithFile:@"rock.png" 
                                     rect:CGRectMake(0, 0, 27, 40)];
   //...

   [rockArray addObject:rock];
   [self addChild:[rockArray lastObject]];
}

4在“更新”方法中,您现在循环遍历数组并检查rock& amp;播放器

for (CCSprite *_rock in rockArray) {
   if (CGRectIntersectsRect(player.boundingBox, rock.boundingBox)) {
           //Do Stuff e.g remove that rock from the scene
           [self removeChild:_rock cleanup:YES];
       }
}

希望这有帮助;-)随意提出任何问题