didBeginContact:(SKPhysicsContact *)contact not invoked
问题描述:
我创建了SKScene
继承类。 问题是,在物理体的方法的接触didBeginContact:(SKPhysicsContact *)contact not invoked
- (void)didBeginContact:(SKPhysicsContact *)contact
不调用 溶液可以是简单但与精灵套件初学者我坚持此。
下面是代码提前
#import "MyScene.h"
@interface MyScene()
@property BOOL contentCreated;
@end
@implementation MyScene
- (id)initWithSize:(CGSize)size {
self = [super initWithSize:size];
if (self) {
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
return self;
}
- (void)didMoveToView:(SKView *)view
{
if (!self.contentCreated) {
[self buildWorld];
self.physicsWorld.contactDelegate = self;
}
}
#pragma mark - World Building
- (void)buildWorld {
NSLog(@"Building the world");
SKSpriteNode * sprite1 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite1.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) +100);
SKSpriteNode * sprite2 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite2.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) - 100);
[self addChild:sprite1];
[self addChild:sprite2];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"contact");
}
@end
感谢。
答
从SKPhysicsWorld
文档:
当两个物理机构重叠和 物理机构之一具有
contactTestBitMask
性质与 其他机构的categoryBitMask
财产重叠创建联系人。
您必须指定物理实体categoryBitMask
和contactTestBitMask
。您需要先创建您的类别:
static const uint32_t sprite1Category = 0x1 << 0;
static const uint32_t sprite2Category = 0x1 << 1;
接下来,分配类别和接触式测试位掩码:
sprite1.physicsBody.categoryBitMask = sprite1Category;
sprite1.physicsBody.contactTestBitMask = sprite2Category;
sprite2.physicsBody.categoryBitMask = sprite2Category;
sprite2.physicsBody.contactTestBitMask = sprite1Category;
注意从SKPhysicsBody
文档:
为了获得最佳性能,只在联系人掩码中设置 您有兴趣的互动位。
@Alexander他们确实倒下来互相碰触 – raheem52