我试图避免英雄和硬币之间的碰撞,而不是英雄和草场之间的碰撞。一旦我把碰撞位面具应用到英雄身上,我的英雄就会穿过每一件东西。我要它穿过硬币,而不是穿过草场。这是密码,有什么想法吗?
let HEROCATEGORY: UInt32 = 0x1 << 1;
let GROUNDCATEGORY: UInt32 = 0x1 << 2;
let FIRECATEGORY: UInt32 = 0x1 << 3;
let COINCATEGORY: UInt32 = 0x1 << 4;
let NUMBERCATEGORY: UInt32 = 0x1 << 5;
heroSprite.physicsBody!.categoryBitMask = HEROCATEGORY;
heroSprite.physicsBody!.collisionBitMask = 0x10000000;
heroSprite.physicsBody!.contactTestBitMask = GROUNDCATEGORY | FIRECATEGORY | COINCATEGORY | NUMBERCATEGORY;
grassGround.physicsBody!.categoryBitMask = GROUNDCATEGORY;
grassGround.physicsBody!.collisionBitMask = 0x01000000;
coinSprite.physicsBody!.categoryBitMask = COINCATEGORY;
coinSprite.physicsBody!.contactTestBitMask = HEROCATEGORY;
coinSprite.physicsBody!.collisionBitMask = 0x10000000;发布于 2015-02-13 02:19:21
如果英雄只能探测到与地面的碰撞,那么英雄的凸起位掩码应该是
heroSprite.physicsBody?.collisionBitMask = GROUNDCATEGORY要检测与地面和其他东西的碰撞,您应该使用或运算符将两个categoryBitMasks组合起来。
heroSprite.physicsBody?.collisionBitMask = GROUNDCATEGORY | SOMETHINGCATEGORYcontactTestBitMask用于在两体之间的接触中得到一个回调。当两个对象共享相同的空间时,我们会得到一个回调。它不处理碰撞。
我想你需要的是用火和硬币进行接触探测和地面碰撞探测。所以,只需将heroSprite的冲突位掩码设置为GROUNDCATEGORY,就像在我的第一个代码片段中一样。
let HEROCATEGORY: UInt32 = 0x1 << 1
let GROUNDCATEGORY: UInt32 = 0x1 << 2
let FIRECATEGORY: UInt32 = 0x1 << 3
let COINCATEGORY: UInt32 = 0x1 << 4
let NUMBERCATEGORY: UInt32 = 0x1 << 5
heroSprite.physicsBody!.categoryBitMask = HEROCATEGORY
heroSprite.physicsBody!.collisionBitMask = GROUNDCATEGORY // changed
heroSprite.physicsBody!.contactTestBitMask = GROUNDCATEGORY | FIRECATEGORY | COINCATEGORY | NUMBERCATEGORY
grassGround.physicsBody!.categoryBitMask = GROUNDCATEGORY
grassGround.physicsBody!.collisionBitMask = HEROCATEGORY
coinSprite.physicsBody!.categoryBitMask = COINCATEGORY
coinSprite.physicsBody!.contactTestBitMask = HEROCATEGORYhttps://stackoverflow.com/questions/28491427
复制相似问题