【发布时间】:2014-07-19 01:48:29
【问题描述】:
嗨,我想知道我的节点如何与移动的场景发生碰撞。我有一个主节点,可以沿 x 轴移动,并且可以与其他节点发生碰撞。我想让非主节点与移动场景的侧面发生碰撞。我怎样才能做到这一点? (相机只跟随主节点)。
我有一个障碍类。
在我的 MLObstacle.m 中
-(id)init
{
if(self = [super init])
{
int aux = arc4random()%3;
switch (aux) {
case 0:
self = [MLObstaculo spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake((aux+1)*10,(aux+1)*13 )];
break;
case 1:
self = [MLObstaculo spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake((aux+1)*10,(aux+1)*15 )];
break;
case 2:
self = [MLObstaculo spriteNodeWithColor:[UIColor redColor] size:CGSizeMake((aux+1)*10,(aux+1)*14 )];
break;
}
self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.size];
self.physicsBody.affectedByGravity = NO;
self.physicsBody.categoryBitMask = obstacleCategory;
self.physicsBody.contactTestBitMask = visibleSidesCategory;
self.physicsBody.collisionBitMask = visibleSidesCategory;
[self setDx:0.0];
[self setDy:2.4];
}
return self;
}
所以我在我的 WorldClass 中添加了障碍
在我的 WorlGen.m 中
-(void)GenerateWorld
{
SKSpriteNode *Ground = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(self.scene.frame.size.width,100)];
Ground.position = CGPointMake(0, -self.scene.frame.size.height/2 + Ground.size.height/2);
Ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Ground.size];
Ground.physicsBody.dynamic = NO;
[self addChild:Ground];
for(int i = 0; i < 3; i++)
{
MLObstaculo * auxobs= [[MLObstaculo alloc]initObstaculo];
auxobs.position = CGPointMake((i+1)*50, Ground.position.y + Ground.size.height/2 +auxobs.size.height/2 );
[self.Obstaculos addObject:auxobs];
[self addChild:auxobs];
auxobs = NULL;
}
}
然后我将世界添加到我的场景中
场景.m
-(id)initWithSize:(CGSize)size
{
if(self = [super initWithSize:size]
{
WorldGen * world = [[WorldGen alloc] init];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.physicsWorld.contactDelegate = self;
self.physicsBody.categoryBitMask = VisibleSidesCategory
self.physicsBody.collisionBitMask = ObstacleCategory;
self.anchorPoint = CGPointMake(0.5,0.5);
[self addChild:world];
[world GenerateWorld];
}
}
更新...
-(void)didSimulatePhysics
{
[self centerOnNode:hero];
}
-(void)centerOnNode:(SKNode *)node
{
CGPoint pointinScene = [self convertPoint:node.position fromNode:node.parent];
world.position = CGPointMake(world.position.x -pointinScene.x , world.position.y);
}
我用这种格式(static const uint32_t ObstacleCategory = 0x1 <<1;)初始化了所有类别变量
【问题讨论】:
标签: ios objective-c sprite-kit game-physics skphysicsbody