因此,对于我正在开发的应用程序,我有两个碰撞的多维数据集。我以标准方式对此进行检查。该应用程序会告诉我它们何时碰撞到我的“didBeginContact”方法中。
-(void)didBeginContact:(SKPhysicsContact *)contact {
if (contact.bodyA.categoryBitMask == WALL_CATEGORY && contact.bodyB.categoryBitMask == CHARACTER_CATEGORY) {
CGPoint point = contact.contactPoint;
}
}
所以我知道发生碰撞的地方,但是因为它是两个正方形,所以它可以在包括角的侧面的任何点上。那么,如何检查左侧/右侧/顶部/底部的碰撞是否排他呢?
编辑:正确答案:可能不是最干净的方法,但它可以工作。希望它会在将来对某人有所帮助。
m_lNode = [SKNode node];
m_lNode.position = CGPointMake(-(CHARACTER_SIZE / 2), 0);
m_lNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(1, m_character.size.height)];
m_lNode.physicsBody.allowsRotation = NO;
m_lNode.physicsBody.usesPreciseCollisionDetection = YES;
m_lNode.physicsBody.categoryBitMask = CHARACTER_L_CATEGORY;
m_rNode = [SKNode node];
m_rNode.position = CGPointMake((CHARACTER_SIZE / 2), 0);
m_rNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(1, m_character.size.height)];
m_rNode.physicsBody.allowsRotation = NO;
m_rNode.physicsBody.usesPreciseCollisionDetection = YES;
m_rNode.physicsBody.categoryBitMask = CHARACTER_R_CATEGORY;
m_tNode = [SKNode node];
m_tNode.position = CGPointMake(0, (CHARACTER_SIZE / 2));
m_tNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(m_character.size.width , 1)];
m_tNode.physicsBody.allowsRotation = NO;
m_tNode.physicsBody.usesPreciseCollisionDetection = YES;
m_tNode.physicsBody.categoryBitMask = CHARACTER_T_CATEGORY;
m_bNode = [SKNode node];
m_bNode.position = CGPointMake(0, -(CHARACTER_SIZE / 2));
m_bNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(m_character.size.width, 1)];
m_bNode.physicsBody.allowsRotation = NO;
m_bNode.physicsBody.usesPreciseCollisionDetection = YES;
m_bNode.physicsBody.categoryBitMask = CHARACTER_B_CATEGORY;
[m_character addChild:m_tNode];
[m_character addChild:m_bNode];
[m_character addChild:m_lNode];
[m_character addChild:m_rNode];
-(void)didBeginContact:(SKPhysicsContact *)contact {
if (contact.bodyA.categoryBitMask == WALL_CATEGORY) {
switch (contact.bodyB.categoryBitMask) {
case CHARACTER_T_CATEGORY:
NSLog(@"Top");
m_isHitTop = true;
break;
case CHARACTER_B_CATEGORY:
NSLog(@"Bottom");
m_isHitBottom = true;
break;
case CHARACTER_L_CATEGORY:
NSLog(@"Left");
m_isHitLeft = true;
break;
case CHARACTER_R_CATEGORY:
NSLog(@"Right");
m_isHitRight = true;
break;
}
}
}
添加了一些相关代码。这是我的代码,因此除其他外还有变量,但是您应该能够弄清楚。
最佳答案
我认为,确定联系所涉及的哪一方(上,左,下,右,右)的最佳方法是:
let halfWidth = self.frame.width/2
let halfHeight = self.frame.height/2
let down = CGPointMake(self.frame.origin.x+halfWidth,self.frame.origin.y)
let up = CGPointMake(self.frame.origin.x+halfWidth,self.frame.origin.y+self.frame.size.height)
let left = CGPointMake(self.frame.origin.x,self.frame.origin.y+halfHeight)
let right = CGPointMake(self.frame.origin.x+self.frame.size.width,self.frame.origin.y+halfHeight)
这个小功能可以完成此步骤:
func getDistance(p1:CGPoint,p2:CGPoint)->CGFloat {
let xDist = (p2.x - p1.x)
let yDist = (p2.y - p1.y)
return CGFloat(sqrt((xDist * xDist) + (yDist * yDist)))
}
之后,与所计算出的最小距离有关的点是最靠近contactPoint的边点。
这种方法有什么优点:
已知的矩形边界
能够确定对角线并使您的精度更高
算法。
关于ios - SpriteKit-确定与正方形相撞的一面,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/27830093/