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我有一系列定义如下的圆形对象:

local myBalloon = display.newImageRect("images/cracker.png", 20, 20);
myBalloon:setReferencePoint(display.CenterReferencePoint);
myBalloon.x = Random(50, _W-50);
myBalloon.y = (-10);
myBalloon.myName="balloon"
myBalloon.isSleepingAllowed = false;    
physics.addBody(myBalloon, "dynamic", {density=3.0, friction=1.0, bounce=0.0, radius=9});

然后我有一个这样定义的可移动对象:

local threeWay = display.newImageRect("images/3way.png", 80, 43);
threeWay:setReferencePoint(display.CenterReferencePoint);
threeWay.x = (display.contentWidth / 2);
threeWay.y = (display.contentHeight -15);
threeWay.myName = "threeway"
pentagonShape = { -40,-5, 0,-22, 40,-5, 35,20, -35,20 }
physics.addBody(threeWay, "static", {density=4.0, friction=1.7, bounce=0.0, shape=pentagonShape});

我还为圆形物体设置了碰撞检测,如下所示:

function myBalloon:collision(e)
if (timeLeft ~= false) then
    if (playerReady == true) then
        if (e.phase == "ended") then
            if ( e.other.myName == "threeway" ) then
                audio.play(balloonPop);
                removeBalloons(self);
            end 
        end
    end
end
end

碰撞在很大程度上起作用,但有时圆形物体会落在可移动物体上并滚下一点,然后才被碰撞检测处理。

如何为碰撞提供更即时的效果?物体的属性是否需要不同以便碰撞有更多的“力”?

4

1 回答 1

1

将“isSensor”设置为“true”在气球上,这样它会触发你的碰撞功能,而不会碰撞,滚动等......

:)

于 2012-10-26T11:55:41.523 回答