Cocos2d iphone box2d碰撞检测,代码

Cocos2d iphone box2d碰撞检测,代码,cocos2d-iphone,box2d-iphone,Cocos2d Iphone,Box2d Iphone,我是编程新手,我试过ray wenderlich教程,但我仍然感到困惑 我有一个叫岩石的精灵,还有一个叫玩家的精灵,我试图检测它们之间的碰撞。但是我非常困惑。需要一些帮助 -(void)addRock { CCSprite *rock = [CCSprite spriteWithFile:@"rock.png" rect:CGRectMake(0, 0, 27, 40)]; // Determine where t

我是编程新手,我试过ray wenderlich教程,但我仍然感到困惑

我有一个叫岩石的精灵,还有一个叫玩家的精灵,我试图检测它们之间的碰撞。但是我非常困惑。需要一些帮助

-(void)addRock {

CCSprite *rock = [CCSprite spriteWithFile:@"rock.png" 
                                     rect:CGRectMake(0, 0, 27, 40)]; 

// Determine where to spawn the target along the X axis
CGSize winSize = [[CCDirector sharedDirector] winSize];
int minX = rock.contentSize.width/2;
int maxX = winSize.width - rock.contentSize.width/2;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;

// Create the target slightly off-screen along the right edge,
// and along a random position along the X axis as calculated above
rock.position = ccp(actualX, 500);
[self addChild:rock];

// Determine speed of the sprite
int actualDuration = 5;//speed of sprite
}


它们是两个精灵,它们生成并正确定位,我只需要检测碰撞

您必须为碰撞实现一个新类,或者根据一些标准(如标记号)说contact listener。我有一个示例给您

//ContactListener.h

#import "Box2D.h"

class ContactListener : public b2ContactListener 
{
private: 
    void BeginContact(b2Contact* contact);
    void EndContact(b2Contact* contact);
};
//ContactListener.mm

#import "ContactListener.h"
#import "cocos2d.h"
#import "BodyNode.h"
#import "GameScene.h"

void ContactListener::BeginContact(b2Contact* contact)
{
    b2Body* bodyA = contact->GetFixtureA()->GetBody();
    b2Body* bodyB = contact->GetFixtureB()->GetBody();
    if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
    {
        BodyNode* bNodeA = (BodyNode*)bodyA->GetUserData();
        BodyNode* bNodeB = (BodyNode*)bodyB->GetUserData();

        if ((bNodeA.tag == GameSceneNodeTagBall && bNodeB.tag == GameSceneNodeTagHole) || 
            (bNodeA.tag == GameSceneNodeTagHole && bNodeB.tag == GameSceneNodeTagBall)) 
        {
            switch (bNodeA.tag) {
                case GameSceneNodeTagBall:
                    if ([bNodeA isKindOfClass:[Ball class]]) {
                        Ball* ball = (Ball*)bNodeA;
                        ball.sprite.visible = NO;
                        [[GameScene sharedGameScene] gameOver];
                    }
                    break;
                case GameSceneNodeTagHole:
                    if ([bNodeB isKindOfClass:[Ball class]]) {
                        Ball* ball = (Ball*)bNodeB;
                        ball.sprite.visible = NO;
                        [[GameScene sharedGameScene] gameOver];
                    }
                    break;

                default:
                    break;
            }
        }
    }
}
这是一个球与洞碰撞的示例。您可以根据自己的要求使用

希望这对你有帮助


谢谢

请更正您的代码。它凌乱不堪,无法阅读。好吧,把它整理一下。。。很抱歉
#import "ContactListener.h"
#import "cocos2d.h"
#import "BodyNode.h"
#import "GameScene.h"

void ContactListener::BeginContact(b2Contact* contact)
{
    b2Body* bodyA = contact->GetFixtureA()->GetBody();
    b2Body* bodyB = contact->GetFixtureB()->GetBody();
    if (bodyA->GetUserData() != NULL && bodyB->GetUserData() != NULL)
    {
        BodyNode* bNodeA = (BodyNode*)bodyA->GetUserData();
        BodyNode* bNodeB = (BodyNode*)bodyB->GetUserData();

        if ((bNodeA.tag == GameSceneNodeTagBall && bNodeB.tag == GameSceneNodeTagHole) || 
            (bNodeA.tag == GameSceneNodeTagHole && bNodeB.tag == GameSceneNodeTagBall)) 
        {
            switch (bNodeA.tag) {
                case GameSceneNodeTagBall:
                    if ([bNodeA isKindOfClass:[Ball class]]) {
                        Ball* ball = (Ball*)bNodeA;
                        ball.sprite.visible = NO;
                        [[GameScene sharedGameScene] gameOver];
                    }
                    break;
                case GameSceneNodeTagHole:
                    if ([bNodeB isKindOfClass:[Ball class]]) {
                        Ball* ball = (Ball*)bNodeB;
                        ball.sprite.visible = NO;
                        [[GameScene sharedGameScene] gameOver];
                    }
                    break;

                default:
                    break;
            }
        }
    }
}