为什么碰撞不工作,cocos2d v3? [英] why collision not working , cocos2d v3?

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问题描述

我用cocos2d v3创建简单的游戏,如flapy bird。
接口类:

  @interface GameScene:CCScene< CCPhysicsCollisionDelegate> 

// ---------------------------------------- -------------------------------

+(GameScene *)场景;
- (id)init;

// ---------------------------------------- -------------------------------
@end

在.m文件中:

  _physicsWorld = [CCPhysicsNode节点]; 
_physicsWorld.gravity = ccp(0,0);
_physicsWorld.collisionDelegate = self;
_physicsWorld.debugDraw = YES;
[self addChild:_physicsWorld];
.........
bird.physicsBody = [CCPhysicsBody bodyWithRect:(CGRect){CGPointZero,bird.contentSize} cornerRadius:0];
bird.physicsBody.collisionGroup = @birdGroup;
bird.physicsBody.collisionType = @birdCollision;
[_physicsWorld addChild:bird];
........

tubeBody.physicsBody.collisionGroup = @tubeGroup;
tubeBody.physicsBody.collisionType = @tubeCollision;
tubeBody.physicsBody.type = CCPhysicsBodyTypeStatic;

[_physicsWorld addChild:tubeBody];
- (BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB {
[self endGame]
NSLog(@end game);
return YES;
}

为什么方法ccPhysicsCollisionBegin从不调用?

   - (BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)对类型A:(CCNode *)nodeA typeB:(CCNode *)nodeB {

>

   - (BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair tubeCollision:(CCNode *)nodeA birdCollision:(CCNode *)nodeB {

您有碰撞代理的示例代码,因此您必须使用nodeA将其适配为您的代码,管和节点B的鸟。


i create simple game like flapy bird with cocos2d v3 . Interface class:

@interface GameScene : CCScene<CCPhysicsCollisionDelegate>

// -----------------------------------------------------------------------

+ (GameScene *)scene;
- (id)init;

// -----------------------------------------------------------------------
@end

In .m file:

          _physicsWorld =[CCPhysicsNode node];
          _physicsWorld.gravity=ccp(0, 0);
          _physicsWorld.collisionDelegate=self;
          _physicsWorld.debugDraw =YES;
          [self addChild:_physicsWorld];
          .........
          bird.physicsBody=[CCPhysicsBody bodyWithRect:(CGRect){CGPointZero,bird.contentSize} cornerRadius:0];
          bird.physicsBody.collisionGroup=@"birdGroup";
          bird.physicsBody.collisionType=@"birdCollision";
           [_physicsWorld addChild:bird];
          ........

    tubeBody.physicsBody.collisionGroup =@"tubeGroup";
    tubeBody.physicsBody.collisionType=@"tubeCollision";
    tubeBody.physicsBody.type=CCPhysicsBodyTypeStatic;

    [_physicsWorld addChild:tubeBody];
-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB{
    [self endGame];
    NSLog(@"end game");
    return YES;
}

why method ccPhysicsCollisionBegin never call?

解决方案

Change

-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair typeA:(CCNode *)nodeA typeB:(CCNode *)nodeB{

To:

-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair tubeCollision:(CCNode *)nodeA birdCollision:(CCNode *)nodeB{

You have the example code of the collision delegate, so you have to adapt it to your code with your nodeA that is the tube and nodeB the bird.

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