Cocos2d iphone Cocos2d精灵碰撞
我在背景精灵上放置了多个精灵,如下所示:Cocos2d iphone Cocos2d精灵碰撞,cocos2d-iphone,sprite,collision-detection,Cocos2d Iphone,Sprite,Collision Detection,我在背景精灵上放置了多个精灵,如下所示: //my background CCSprite *bg = [CCSprite spriteWithFile:@"imageName.png"]; [self addchild:bg]; 然后我把我的物品添加到背景上 //this is how i add my items CCSprite *items = [CCSprite spriteWithFile:@"itemName.png"]; [bg addchild:items]; 哦,别忘
//my background
CCSprite *bg = [CCSprite spriteWithFile:@"imageName.png"];
[self addchild:bg];
然后我把我的物品添加到背景上
//this is how i add my items
CCSprite *items = [CCSprite spriteWithFile:@"itemName.png"];
[bg addchild:items];
哦,别忘了我的汽车精灵
//my car
CCSprite *car = [CCSprite spriteWithFile:@"car.png"];
[self addchild:car];
我使用循环将多个精灵添加到背景上
现在的问题是,我如何检测汽车是否与我放在背景上的多个精灵相撞
我试过使用CGRectIntersectsRect,但它不起作用
我尝试过使用毕达哥拉斯定理的方法,但再次证明它不起作用
有一种方法涉及将项目精灵添加到NSMutableArray中,但它也不起作用
有谁能建议一个我可以尝试的方法吗
附加代码:
-(void) initializeCarAndItems
{
car = [CCSprite spriteWithFile:@"android.png"];
car.position = ccp(screenSize.width/2, screenSize.height * 0.30);
[self addChild:car z:1];
carRect = [car boundingBox];
}
-(void) initializeMap
{
bg1 = [CCSprite spriteWithFile:@"racingBG.png"];
bg1.anchorPoint = ccp(0, 0);
bg1.position = ccp(0, 0);
[self addChild:bg1 z:-1];
bg2 = [CCSprite spriteWithFile:@"racingBG2.png"];
bg2.anchorPoint = ccp(0,0);
bg2.position = ccp(0, bg1.boundingBox.size.height - 1);
[self addChild:bg2 z:-1];
convertedWidth = (int)bg1.boundingBox.size.width;
convertedHeight = (int)bg1.boundingBox.size.height;
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:@"item.png"];
items.position = ccp(positionX, positionY + 300);
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
for (y = 0; y < 15; y++)
{
positionX = arc4random()%convertedWidth;
positionY = arc4random()%convertedHeight;
items = [CCSprite spriteWithFile:@"item.png"];
items.position = ccp(positionX, positionY);
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
-(void) accelerate
{
bg1.position = ccp(0, bg1.position.y - accelerateNumber);
bg2.position = ccp(0, bg2.position.y - accelerateNumber);
if (bg1.position.y < -bg1.boundingBox.size.height)
{
questionCount++;
bg1.position = ccp(0, bg2.position.y + bg2.boundingBox.size.height - 1);
[self question];
[bg1 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:@"item.png"];
[bg1 addChild:items z:100];
[itemsArray addObject:items];
}
}
else if (bg2.position.y < -bg2.boundingBox.size.height)
{
questionCount++;
bg2.position = ccp(0, bg1.position.y + bg1.boundingBox.size.height - 1);
[self question];
[bg2 removeAllChildrenWithCleanup:YES];
for (y = 0; y < 15; y++)
{
positionY = arc4random()%convertedHeight;
positionX = arc4random()%convertedWidth;
items.position = ccp(positionX, positionY);
items = [CCSprite spriteWithFile:@"item.png"];
[bg2 addChild:items z:100];
[itemsArray addObject:items];
}
}
}
-(void) update:(ccTime)deltaTime
{
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
CGRect itemRect = [itemFromArray boundingBox];
if (CGRectIntersectsRect(carRect, itemRect))
{
NSLog(@"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
我发现代码有很多问题
removeAllChildren
时。。确保还从阵列中删除对象。。从父对象中删除精灵并不会将其从阵列中删除希望这有帮助。:)你也能为交叉口编写代码吗?你是如何访问对象的?因为它将显示你是如何处理碰撞的…:)嘿Nikhil Aneja!我在问题中添加了更多代码:)提前谢谢!Heya Nikhil Aneja。我已经解决了这个问题:D我刚刚更改了这个:为了(itemsArray中的CCSprite*itemFromArray){CGRect itemRect=[itemFromArray boundingBox];if(CGRectIntersectsRect(carRect,itemRect)){NSLog(@“Collision!”);}}对于(itemsArray中的CCSprite*itemFromArray){if(CGRectIntersectsRect(carRect,[itemFromArray boundingBox])){NSLog(@“碰撞!”;}}}当然我添加了carRect=[carboundingbox]:)谢谢你的帮助!
-(void) update:(ccTime)deltaTime
{
car = [car boundingbox];
[self ifEdgeOfScreen];
[self accelerate];
for (CCSprite *itemFromArray in itemsArray)
{
if (CGRectIntersectsRect(carRect, [itemFromArray boundingbox]))
{
NSLog(@"Collision!");
}
}
if (leftButton.active == TRUE)
{
[self moveLeftRight:1];
}
else if (rightButton.active == TRUE)
{
[self moveLeftRight:2];
}
}
[self ifEdgeOfScreen];
[self accelerate];
carRect = [car boundingBox];
...........
}