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我有一些物理身体节点。Sprite Kit 立即调用 didbegincontact 方法。我希望在我释放触摸时应该调用该方法,以便它可以在释放单击时执行操作,而不是立即调用方法,从而给我带来一些操作设置问题。

- (void)didBeginContact:(SKPhysicsContact *)contact
{   NSLog(@"%hhd", _touching);
    if(_touching == NO)
     return;
something here
}

- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_touching = YES;
 NSLog(@"%hhd", _touching);

}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
_touching = NO;
NSLog(@"%hhd", _touching);
something here
}
4

1 回答 1

1
  1. 设置全局变量,即

    BOOL _touching;
    
  2. 当您触摸/释放(触摸结束和开始)时,您将该 var 设置为 YES / NO;

  3. 在 didbegincontact 中,使用类似

    if(_touching == YES) {
        // what I want to happen when I am touching
    } 
    else {
       // i must not be touching so do this
    }
    

这是基本设置-但是我认为这是问题所在的游戏逻辑,也许可以想一种不同的方法来解决您的问题

@interface XBLMyScene()

@property (strong, nonatomic) SKNode *world;
@property (strong, nonatomic) SKSpriteNode *ball;
@property BOOL touching;
@end

@implementation XBLMyScene

-(id)initWithSize:(CGSize)size {    
if (self = [super initWithSize:size]) {

    self.world = [SKNode node];
    [self addChild:self.world];

    self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];

    self.physicsBody = [SKPhysicsBody bodyWithEdgeFromPoint:CGPointZero toPoint:CGPointMake(500, 0)];

    self.ball = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(40, 40)];
    self.ball.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(40, 40)];
    self.ball.position = CGPointMake(200, 300);
    [self.world addChild:self.ball];

    self.touching = NO;

}
return self;
}

-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {

    self.touching = YES;
}

-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {

    self.touching = NO;
}

- (void) didSimulatePhysics
{
if (self.touching) {
    NSLog(@"I am touching");
}
else {
    NSLog(@"I am not touching");
}
}
于 2013-10-05T22:43:34.810 回答