我已经创建了一个应用程序,它有两种不同大小的持续不断的“石头”节点从天而降。玩家控制第三块石头对象,并根据收集到的两种落石类型中的哪一种获得点数。最后,梁对象起到移动地面的作用。到目前为止,我已经在我的应用程序中添加了碰撞检测,它可以检测不同石头和光束之间的碰撞。这是我的碰撞代码:
static const uint32_t stoneCategory = 1;
static const uint32_t beamCategory = 2;
static const uint32_t stoneCategory2 = 4;和
-(void)didBeginContact:(SKPhysicsContact *)contact{
SKPhysicsBody *firstBody;
SKPhysicsBody *secondBody;
CGPoint contactPoint = contact.contactPoint;
float contact_x = contactPoint.x;
float contact_y = contactPoint.y;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
// First condition: make big stone stick to moving beams
if ((firstBody.categoryBitMask & stoneCategory) != 0)
{
SKPhysicsJointFixed *joint =
[SKPhysicsJointFixed jointWithBodyA:contact.bodyA
bodyB:contact.bodyB
anchor:CGPointMake(contact_x, contact_y)];
[self.physicsWorld addJoint:joint];
}
// Second condition: remove small stone on collision with big stone
if ((firstBody.categoryBitMask & stoneCategory) != 0 &&
(secondBody.categoryBitMask & stoneCategory2) != 0)
{
NSLog(@"Hit");
[self enumerateChildNodesWithName:@"stone" usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];
}这就像预期的那样完美工作。当大石头击中光束物体时,它会粘附在物体上,并随着物体移动。此外,当大石头和小石头碰撞时,小石头将从场景中移除。然而:虽然我知道这正是我的代码应该做的,因为它指向我的stone方法(称为' stone '),但在石头之间的碰撞中,我只希望移除一个特定的小石头,而不是场景中所有可见的小石头。
我想不出该怎么做。重述一下:如何删除一个特定的节点,而不是删除它的整个方法?希望我的问题很清楚,如果需要的话,我很乐意提供更多的细节。
我的stone方法:
-(void) addStone
{
SKSpriteNode *stone = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(12, 12)];
stone.position = CGPointMake(skRand(0, self.size.width), self.size.height+12);
stone.name = @"stone";
stone.physicsBody.categoryBitMask = stoneCategory2;
stone.physicsBody.contactTestBitMask = stoneCategory;
stone.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:stone.size];
stone.physicsBody.usesPreciseCollisionDetection = YES;
[self addChild:stone];
}在我的createSceneContents中
SKAction *makeStone= [SKAction sequence:@[
[SKAction performSelector:@selector(addStone) onTarget:self],
[SKAction waitForDuration:0.30 withRange:0.25]
]];
[self runAction:[SKAction repeatActionForever:makeStone]];以上是我的小石法。对于较大的方法,我使用了一个可比较的方法,但使用了其他名称。
发布于 2014-04-04 15:49:27
其背后的原因1)精灵绘制新的对象在z的顺序和碰撞也会发生的顺序你的绘图然后
so when you remove a small stone at first time and recreate it changes its body from A to B只需在下面的联系人代码上检查特定的正文类型
if(([contact.bodyA.node.name isEqualToString:@"bigstone"] && [contact.bodyB.node.name isEqualToString:@"smallstone"] ) || ([contact.bodyA.node.name isEqualToString:@"smallstone"] && [contact.bodyB.node.name isEqualToString:@"bigstone"]) )
{
if([contact.bodyA.node.name isEqualToString:@"smallstone"] )
{
[contact.bodyA.node removeFromParent];
}else{
[contact.bodyB.node removeFromParent];
}
}发布于 2014-09-25 12:17:27
试一下这一行代码
[self enumerateChildNodesWithName:@"stone" usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];发布于 2014-02-19 18:58:01
if ((firstBody.categoryBitMask & stoneCategory) != 0 &&
(secondBody.categoryBitMask & stoneCategory2) != 0)
{
NSLog(@"Hit");
[secondBody.node removeFromParent];
}https://stackoverflow.com/questions/21878347
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