我在物理体上设置碰撞位掩码,这样它就不会发生碰撞,但碰撞仍在发生。
-(void) createPlayer{
player = [SKSpriteNode spriteNodeWithImageNamed:@"GonGonRed"];
player.position = CGPointMake(40, 100);
player.size = CGSizeMake(35*self.frame.size.height/320, 35*self.frame.size.height/320);
player.zPosition = 7;
player.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:player.size.width/2-1];
player.physicsBody.dynamic = NO;
player.physicsBody.allowsRotation = NO;
player.physicsBody.usesPreciseCollisionDetection = YES;
player.physicsBody.categoryBitMask = 1;
player.physicsBody.contactTestBitMask = 4;
player.physicsBody.collisionBitMask = 2;
player.physicsBody.mass = 0.013963;
[self addChild:player];
}
SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"wheel"];
wheel.size = CGSizeMake(newwidth, newheight);
wheel.position = CGPointMake(px, py);
wheel.name = @"wheel";
wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:newwidth/2];
wheel.physicsBody.dynamic = NO;
wheel.physicsBody.restitution = obstacleRestitution;
wheel.physicsBody.usesPreciseCollisionDetection = YES;
wheel.physicsBody.categoryBitMask = 3;
wheel.physicsBody.collisionBitMask = 0;
wheel.physicsBody.contactTestBitMask = 0;
wheel.zPosition = 5;
轮子和玩家不应该发生碰撞,但它们确实发生了。我
最佳答案
这是由以下行引起的。
wheel.physicsBody.categoryBitMask = 3;
SpriteKit 通过执行逻辑与运算 将主体的 categoryBitMask 与另一个主体的 collisionBitMask 进行比较。 当结果为非零值时,将触发碰撞。
在这种情况下,SpriteKit 将 wheel 的 categoryBitMask 与玩家的 collisionBitMask 进行比较,如下所示。
车轮的 categoryBitMask 是 0x011 (= 3)
玩家的 collisionBitMask 是 0x010 (= 2)
AND 运算结果为 0x010。这是非零的,因此发生了碰撞。
因此您应该更改 wheel 的 categoryBitMask 值以避免逻辑 AND 运算的结果变为非零,如下所示。
wheel.physicsBody.categoryBitMask = 8;
此外,动态属性必须设置为 YES。
关于ios - Physics Bodies 不响应位掩码设置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21505660/