你好开发伙伴,雪碧套件忽略有时联系
我是新来的雪碧套件,刚开始实施物理到我的游戏。我只有两个需要接触的精灵。一个是主角,一个是蝴蝶“萤火虫”,另一个是能量球,在接触时给予主角健康。
但是我的游戏中发生了一些奇怪的事情,尽管我实现了我所有的物理线路工作,有时候,在某些我不明白的条件下,能量球会穿过主角并忽略联系人和联系人实施的效果应该发生。然后,我必须积极寻找能量球,以便它发生,并尝试触摸它不同的时间才能成功。
我希望接触总是会发生,不管能量是否偶然碰到我,或者我主动寻找它。当这两个精灵以任何方式接触时都应该发生接触。我试了一切,最后决定寻求帮助。
这里是我的委托:
@interface CloudScene() <SKPhysicsContactDelegate>
请注意,我在固定的问题,希望增加这些属性,但问题是在他们之前:
@property(assign, nonatomic) uint32_t contactTestBitMask;
@property(nonatomic) BOOL usesPreciseCollisionDetection;
static const uint32_t bflyCategory = 0x1 << 0;
static const uint32_t energyCategory = 0x1 << 1;
initWithSize方法:
self.physicsWorld.gravity = CGVectorMake(0, 0);
self.physicsWorld.contactDelegate = self;
两者的物理(通知碰撞被设置为0之前和问题仍然存在,我只增加他们在希望的弹跳效果至少会不会让球笔直地穿过bfly字符,但没有工作):
_bfly.name = @"bflyNode";
_bfly.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_bfly.frame.size];
_bfly.physicsBody.categoryBitMask = bflyCategory;
_bfly.physicsBody.contactTestBitMask = energyCategory;
_bfly.physicsBody.collisionBitMask = bflyCategory | energyCategory;
_bfly.physicsBody.usesPreciseCollisionDetection = YES;
_bfly.physicsBody.dynamic = YES;
_bfly.physicsBody.affectedByGravity = NO;
_bfly.physicsBody.mass = 1;
energyball.name = @"energyballNode";
energyball.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:energyball.frame.size];
energyball.physicsBody.categoryBitMask = energyCategory;
energyball.physicsBody.contactTestBitMask = bflyCategory;
energyball.physicsBody.collisionBitMask = energyCategory | bflyCategory;
energyball.physicsBody.usesPreciseCollisionDetection = YES;
energyball.physicsBody.dynamic = YES;
energyball.physicsBody.affectedByGravity = NO;
energyball.physicsBody.mass = 1;
最后这里是我的didBeginContact方法:提前
-(void)didBeginContact:(SKPhysicsContact *)contact{
SKPhysicsBody *bfly;
SKPhysicsBody *energyball;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
bfly = contact.bodyA;
energyball = contact.bodyB;
}
else
{
bfly = contact.bodyB;
energyball = contact.bodyA;
}
if ((bfly.categoryBitMask & bflyCategory) != 0)
{
SKNode * energyball = (contact.bodyA.categoryBitMask & bflyCategory) ? contact.bodyB.node : contact.bodyA.node;
SKAction*energySound = [SKAction playSoundFileNamed:@"Energybell.m4a" waitForCompletion:NO];
[energyball runAction:energySound];
energyball.hidden = YES;
[self addChild:[self FenergyNode:@"energy"]];
[self adjustScoreBy:2];
[scoreLabel setText: [NSString stringWithFormat:@"Score: %d", [GameState sharedInstance].score]];
_bflyHP =MAX(0, _bflyHP+100);
[energyball runAction:[SKAction removeFromParent]];
}
}
谢谢!