ios – didBeginContact:(SKPhysicsContact *)联系人未被调用

ios – didBeginContact:(SKPhysicsContact *)联系人未被调用,第1张

概述我已经创建了SKScene继承类. 问题是接触物理方法 - (void)didBeginContact:(SKPhysicsContact *)contact 没有被调用 解决方案可能很简单,但作为初学者与精灵套件我被卡住了这一点. 以下是代码 #import "MyScene.h"@interface MyScene ()@property BOOL contentCreated;@end 我已经创建了SKScene继承类.
问题是接触物理方法
- (voID)dIDBeginContact:(SKPhysicsContact *)contact

没有被调用
解决方案可能很简单,但作为初学者与精灵套件我被卡住了这一点.

以下是代码

#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

提前致谢.

解决方法 从 SKPhysicsWorld文档:

A contact is created when two physics bodIEs overlap and one of the
physics bodIEs has a contactTestBitMask property that overlaps with
the other body’s categoryBitMask property.

你必须为物理实体分配一个categoryBitMask和一个contactTestBitMask.你想先创建你的类别:

static const uint32_t sprite1category = 0x1 << 0;static const uint32_t sprite2category = 0x1 << 1;

接下来,分配类别和联系人测试位掩码:

sprite1.physicsBody.categoryBitMask = sprite1category;sprite1.physicsBody.contactTestBitMask = sprite2category;sprite2.physicsBody.categoryBitMask = sprite2category;sprite2.physicsBody.contactTestBitMask = sprite1category;

SKPhysicsBody文档注:

For best performance,only set bits in the contacts mask for interactions you are interested in.

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