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社区首页 >问答首页 >防止SKSpriteNode从其他SKSpriteNode退回

防止SKSpriteNode从其他SKSpriteNode退回
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Stack Overflow用户
提问于 2014-09-29 11:26:31
回答 1查看 242关注 0票数 0

我有一个SKSpriteNode,它会与另一个SKSpriteNode发生碰撞和反弹。我想要的是能够检测碰撞,而不是让它反弹。我希望它从其他节点上反弹,但不是这个节点。这有可能吗?

代码语言:javascript
复制
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame]; 
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);


self.zone = [SKSpriteNode spriteNodeWithImageNamed:@"Oval.png"];
self.zone.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame));  self.zone.xScale = 0.3;
self.zone.yScale = 0.3;

self.zone.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.zone.frame.size.width/2];
self.zone.physicsBody.restitution = 0.0f;
self.zone.physicsBody.density = 0;
self.zone.physicsBody.friction = 0.4f;
self.zone.physicsBody.categoryBitMask = zoneCategory;
self.zone.physicsBody.dynamic = NO;


self.ball = [SKSpriteNode spriteNodeWithImageNamed:@"Ball.png"];
self.ball.position = CGPointMake(80,0);
self.ball.name = @"BallNode";//how the node is identified later
self.ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.ball.frame.size.width/2];
self.ball.physicsBody.restitution = 0.1f;
self.ball.physicsBody.friction = 0.4f;
self.ball.physicsBody.categoryBitMask = ballCategory;
self.ball.physicsBody.dynamic = NO;

我不想让球和区域反弹。有什么想法吗?

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回答 1

Stack Overflow用户

发布于 2014-09-30 03:22:52

设置这两个主体的collisionBitMaskcontactTestBitMask,如下所示:

代码语言:javascript
复制
self.zone.collisionBitMask = 0xFFFFFFFF & (~ballCategory);
self.ball.collisionBitMask = 0xFFFFFFFF & (~zoneCategory);
self.zone.contactTestBitMask = ballCategory;

然后,当发生联系时,期望在您的SKPhysicsContactDelegate中调用didBeginContact:。将不会有任何拼贴。

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/26092096

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