我必须在这里遗漏一些非常明显的东西。我的目标:在屏幕中央创建一个盒子,一个弹跳球留在那个盒子里。我正在尝试为边界框创建一个基于边缘的 SKSpriteNode,为内部球创建一个基于体积的 SKShapeNode。球在盒子的中心生成,穿过盒子,从屏幕上掉下来,显然撞到了屏幕底部下方的东西,然后在底部边缘上方反弹了几次,最后消失了。一直以来,didBeginContact 都不会触发。
问题1:为什么我的球从可见的盒子里掉了下来,却碰到了屏幕边缘以下的东西?我的物理体是否与实际的精灵错位了?
问题2:为什么 didBeginContact 没有触发?[编辑,好的,这很简单。忘记设置physicsworld.delegate]
谢谢!
场景.h
#define MAX_WORLD_CELLS_X 10
#define MAX_WORLD_CELLS_Y 10
#define BGTILE_SIZE 100
typedef enum : uint32_t {
TYPE_SUBSPACE = 1,
TYPE_WORLD = 2,
TYPE_CHILD = 4
} ColliderTypes;
@interface helloScene : SKScene
<SKPhysicsContactDelegate>
{
SKSpriteNode *layerSubSpace,*layerWorld;
}
@end
Scene.m,didBeginContact
-(void) didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"Function: GameScene.m:didBeginContact");
}
场景.m,initWithSize
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
CGSize layerSize = CGSizeMake(MAX_WORLD_CELLS_X * BGTILE_SIZE *2, MAX_WORLD_CELLS_Y * BGTILE_SIZE *2);
layerSubSpace = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:layerSize];
//center subSpace on the screen's center
layerSubSpace.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
CGRect subspaceRect = CGRectMake(-layerSubSpace.size.width/2, -layerSubSpace.size.height/2, layerSubSpace.size.width, layerSubSpace.size.height);
layerSubSpace.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:subspaceRect];
layerSubSpace.physicsBody.affectedByGravity = NO;
layerSubSpace.physicsBody.categoryBitMask = TYPE_SUBSPACE;
layerSubSpace.physicsBody.contactTestBitMask = TYPE_WORLD;
layerSubSpace.physicsBody.collisionBitMask = TYPE_WORLD;
[self addChild:layerSubSpace];
SKShapeNode *ball = [[SKShapeNode alloc] init];
CGMutablePathRef myPath = CGPathCreateMutable();
CGPathAddArc(myPath, NULL, 0,0, 60, 0, M_PI*2, YES);
ball.path = myPath;
ball.lineWidth = 1.0;
ball.fillColor = [SKColor blueColor];
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:60];
ball.physicsBody.restitution = 1;
ball.physicsBody.categoryBitMask = TYPE_WORLD;
ball.physicsBody.collisionBitMask = TYPE_SUBSPACE;
ball.physicsBody.contactTestBitMask = TYPE_SUBSPACE;
[layerSubSpace addChild:ball];
}
layerSubSpace.xScale = 0.25;
layerSubSpace.yScale = 0.25;
return self;
}