我有这样的问题:我有节点A和节点B,我想要的是当它们之间发生冲突时(节点A与B的顶部发生冲突),节点B不会将节点A向上推一点。因为就像现在一样,当A与B发生碰撞时,它会被向后推一点,碰撞就会立即结束(调用didEndContact)。因此,当我喜欢与B碰撞时,碰撞立即结束,然后再次开始,然后结束,然后再次开始……我想要的是,如果A和B相撞,A将在这个B上。我注意到我可以通过设置A.dynamic = NO来实现,但是我需要对A应用速度,如果它不是动态的,速度就不起作用。
代码如下:
typedef NS_OPTIONS(uint32_t, CollisionCategory)
{
CollisionCategoryPlayer = 1 << 0,
CollisionCategoryDiggable = 1 << 1,
};
-(void)didMoveToView:(SKView *)view
{
self.playerNode = [SKSpriteNode spriteNodeWithImageNamed:@"player"];
self.playerNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerNode.size];
self.playerNode.physicsBody.categoryBitMask = CollisionCategoryPlayer;
self.playerNode.physicsBody.collisionBitMask = CollisionCategoryDiggable;
self.playerNode.physicsBody.contactTestBitMask = CollisionCategoryDiggable;
self.playerNode.position = CGPointMake(160, 520);
self.playerNode.name = @"player";
self.playerNode.physicsBody.allowsRotation = NO;
self.playerNode.physicsBody.friction = 0;
[self addChild:self.playerNode];
SKSpriteNode* spriteNode = [SKSpriteNode spriteNodeWithTexture:textToUse];
spriteNode.name = keyFromCoordinate(coord);
spriteNode.position = CGPointMake(160, 400);
spriteNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:spriteNode.size];
spriteNode.physicsBody.dynamic = NO;
spriteNode.physicsBody.categoryBitMask = CollisionCategoryDiggable;
spriteNode.physicsBody.collisionBitMask = CollisionCategoryPlayer;
spriteNode.physicsBody.contactTestBitMask = CollisionCategoryPlayer;
spriteNode.physicsBody.resting = YES;
[self addChild:spriteNode];
}
-(void)update:(NSTimeInterval)currentTime
{
self.playerNode.physicsBody.velocity = CGVectorMake(0, -200);
}
同样的问题是,didBeginContact被调用,然后是didEndContact,然后是didBegin,依此类推,我想要的是- did begin只被调用一次。
发布于 2014-11-09 20:01:51
为两个physicsBodies设置restitution = 0
很有帮助
https://stackoverflow.com/questions/26827656
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