box2d碰撞检测,代码
问题描述:
即时通讯新编程,我已经尝试了射线wenderlich教程,但即时通讯仍然困惑。box2d碰撞检测,代码
我有一个叫做rock的精灵,和一个叫做player的精灵,我试图检测它们之间的碰撞。但我很困惑。需要一些帮助。
-(void)addRock {
CCSprite *rock = [CCSprite spriteWithFile:@"rock.png"
rect:CGRectMake(0, 0, 27, 40)];
// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = rock.contentSize.width/2;
int maxX = winSize.width - rock.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
// Create the target slightly off-screen along the right edge,
// and along a random position along the X axis as calculated above
rock.position = ccp(actualX, 500);
[self addChild:rock];
// Determine speed of the sprite
int actualDuration = 5;//speed of sprite
}
- (id)init {
if ((self=[super init])) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite *player = [CCSprite spriteWithFile:@"Player.png"
rect:CGRectMake(0, 0, 27, 40)];
player.position = ccp(winSize.width/2, winSize.height/4+15);
[self addChild:player];
[self schedule:@selector(gameLogicRock:) interval:0.2];
他们是两个精灵,它们产卵,正确的位置,我只需要检测碰撞
答
您必须实现一个新的类的碰撞,或者说接触听众基于一些标准作为标签号。我有一个例子给你。
// ContactListener.h
#import "Box2D.h"
class ContactListener : public b2ContactListener
{
private:
void BeginContact(b2Contact* contact);
void EndContact(b2Contact* contact);
};
// ContactListener.mm
#import "ContactListener.h"
#import "cocos2d.h"
#import "BodyNode.h"
#import "GameScene.h"
void ContactListener::BeginContact(b2Contact* contact)
{
b2Body* bodyA = contact->GetFixtureA()->GetBody();
b2Body* bodyB = contact->GetFixtureB()->GetBody();
if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
{
BodyNode* bNodeA = (BodyNode*)bodyA->GetUserData();
BodyNode* bNodeB = (BodyNode*)bodyB->GetUserData();
if ((bNodeA.tag == GameSceneNodeTagBall && bNodeB.tag == GameSceneNodeTagHole) ||
(bNodeA.tag == GameSceneNodeTagHole && bNodeB.tag == GameSceneNodeTagBall))
{
switch (bNodeA.tag) {
case GameSceneNodeTagBall:
if ([bNodeA isKindOfClass:[Ball class]]) {
Ball* ball = (Ball*)bNodeA;
ball.sprite.visible = NO;
[[GameScene sharedGameScene] gameOver];
}
break;
case GameSceneNodeTagHole:
if ([bNodeB isKindOfClass:[Ball class]]) {
Ball* ball = (Ball*)bNodeB;
ball.sprite.visible = NO;
[[GameScene sharedGameScene] gameOver];
}
break;
default:
break;
}
}
}
}
这是球和空穴碰撞的示例。你可以根据你的要求使用它。
希望这会帮助你。
谢谢!
请更正您的代码。它杂乱无章,难以理解。 – 2012-02-13 15:12:51
好的,只是整齐的...对不起 – sahil 2012-02-13 15:56:40