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ios - SpriteKit 拖放穿墙

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菜鸟教程小白 发表于 2022-12-13 09:03:19 | 显示全部楼层 |阅读模式 打印 上一主题 下一主题

我在 SpriteKit 中使用物理进行了简单的拖放操作。它按预期工作,但是当我使用快速拖动时,元素穿过墙壁。

self.runner 是墙

self.runner2 是方形的

墙的动态设置为 NO。

电影展示了一切:https://www.dropbox.com/s/ozncf9i16o1z80o/spritekit_sample.mov?dl=0

在模拟器和真机上测试,都是 iOS 7。

我想防止方 block 穿墙。有任何想法吗?

#import "MMMyScene.h"

static NSString * const kRunnerImg = @"wall.png";
static NSString * const kRunnerName = @"runner";

static NSString * const kRunnerImg2 = @"zebraRunner.png";
static NSString * const kRunnerName2 = @"runner";

static const int kRunnerCategory = 1;
static const int kRunner2Category = 2;
static const int kEdgeCategory = 3;


@interface MMMyScene () <SKPhysicsContactDelegate>

@property (nonatomic, weak) SKNode *draggedNode;
@property (nonatomic, strong) SKSpriteNode *runner;
@property (nonatomic, strong) SKSpriteNode *runner2;

@end

@implementation MMMyScene

-(id)initWithSizeCGSize)size {    
    if (self = [super initWithSize:size]) {
      self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];

      self.runner = [SKSpriteNode spriteNodeWithImageNamed:kRunnerImg];
      self.runner.texture = [SKTexture textureWithImageNamed:kRunnerImg];
      [self.runner setName:kRunnerName];

      [self.runner setPosition:CGPointMake(160, 300)];
      [self.runner setSize:CGSizeMake(320, 75)];
      [self addChild:self.runner];

      self.runner.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(320, 75)];
      self.runner.physicsBody.categoryBitMask = kRunnerCategory;
      self.runner.physicsBody.contactTestBitMask = kRunner2Category;
      self.runner.physicsBody.collisionBitMask =  kRunner2Category;
      self.runner.physicsBody.dynamic = NO;
      self.runner.physicsBody.allowsRotation = NO;

      self.runner2 = [SKSpriteNode spriteNodeWithImageNamed:kRunnerImg2];
      [self.runner2 setName:kRunnerName2];

      [self.runner2 setPosition:CGPointMake(100, 100)];
      [self.runner2 setSize:CGSizeMake(75, 75)];

      self.runner2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(75, 75)];
      self.runner2.physicsBody.categoryBitMask = kRunner2Category;
      self.runner2.physicsBody.contactTestBitMask = kRunnerCategory;
      self.runner2.physicsBody.collisionBitMask = kRunnerCategory;
      self.runner2.physicsBody.dynamic = YES;
      self.runner2.physicsBody.allowsRotation = NO;

      [self addChild:self.runner2];

      self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
      self.physicsBody.categoryBitMask = kEdgeCategory;
      self.physicsBody.collisionBitMask = 0;
      self.physicsBody.contactTestBitMask = 0;
      self.physicsWorld.gravity = CGVectorMake(0,0);
      self.physicsWorld.contactDelegate = self;      
    }

    return self;
}

- (void)didBeginContactSKPhysicsContact *)contact {
  SKPhysicsBody *firstBody, *secondBody;

  firstBody = contact.bodyA;
  secondBody = contact.bodyB;

  if(firstBody.categoryBitMask == kRunnerCategory )
  {
    NSLog(@"collision");
    //self.draggedNode = nil;

  }
}

- (void)didMoveToViewSKView *)view {
  UIPanGestureRecognizer *gestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self actionselector(handlePanFrom];
  [[self view] addGestureRecognizer:gestureRecognizer];
}

- (void)panForTranslationCGPoint)translation {
  CGPoint position = [self.draggedNode position];
  if([[self.draggedNode name] isEqualToString:kRunnerName]) {
    [self.draggedNode setPosition:CGPointMake(position.x + translation.x, position.y + translation.y)];
  }
}

- (void)handlePanFromUIPanGestureRecognizer *)recognizer {
  if (recognizer.state == UIGestureRecognizerStateBegan) {
    CGPoint touchLocation = [recognizer locationInView:recognizer.view];
    touchLocation = [self convertPointFromView:touchLocation];
    [self selectNodeForTouch:touchLocation];
  }
  else if (recognizer.state == UIGestureRecognizerStateChanged) {
    CGPoint translation = [recognizer translationInView:recognizer.view];
    translation = CGPointMake(translation.x, -translation.y);
    [self panForTranslation:translation];
    [recognizer setTranslation:CGPointZero inView:recognizer.view];
  }
}

- (void)selectNodeForTouchCGPoint)touchLocation {
  SKSpriteNode *touchedNode = (SKSpriteNode *)[self nodeAtPoint:touchLocation];

  if(![self.draggedNode isEqual:touchedNode]) {
    self.draggedNode = touchedNode;
    //    self.draggedNode.physicsBody.affectedByGravity = NO;
  }
}


@end



Best Answer-推荐答案


您正在直接设置节点的位置,这会绕过碰撞检测。如果你移动得很快,下一个位置可以在墙的另一边(或者足够近,以便物理将通过将拖动的节点移动到墙的外部和上方来解决碰撞)。

在动态主体上启用 usesPreciseCollisionDetection 可能会改善这种情况,但可能无法完全阻止它。实际上它可能没有任何区别,因为直接设置节点位置而不是使用力/脉冲移动 body 。

要解决此问题,您不能依赖联系人事件。而是使用 bodyAlongRayStart:end:确定节点的当前位置和下一个位置之间是否存在阻塞体。即便如此,这只适用于您当前的设置,但无法阻止光线成功通过动态物体无法穿过的墙壁上的小间隙。

关于ios - SpriteKit 拖放穿墙,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25936345/

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