Cocos2d x 我怎样才能使身体起作用
我想在移动延迟后设置身体,我正在精灵套件中搜索类似runBlock的东西Cocos2d x 我怎样才能使身体起作用,cocos2d-x,cocos2d-x-3.0,Cocos2d X,Cocos2d X 3.0,我想在移动延迟后设置身体,我正在精灵套件中搜索类似runBlock的东西 void MySprite::SpawnSprite( cocos2d::Layer *layer ) { auto mySprite = Sprite::create(); auto body = PhysicsBody::create(); mySprite->setTexture("MySprite.png"); body->createCircle(ar
void MySprite::SpawnSprite( cocos2d::Layer *layer )
{
auto mySprite = Sprite::create();
auto body = PhysicsBody::create();
mySprite->setTexture("MySprite.png");
body->createCircle(arrow->getContentSize().width / 2);
body->setDynamic(false);
mySprite->setPosition( startPoint );
layer->addChild(mySprite);
auto moveTest = MoveTo::create(2, Point(200, 200) );
auto waitAction = DelayTime::create(2);
auto action = Sequence::create(moveTest, waitAction, NULL);//I want to set body after waitAction in sequence(mySprite->setPhysicsBody(body))
mySprite->runAction(action);
}
这是如此简单的雪碧套件
runAction(
SKAction.sequence([
action,
SKAction.waitForDuration(2.0),
SKAction.runBlock({ //Set Body }))
])
)
您需要的是创建CallFuncN并像下面这样在序列中使用它
auto action = Sequence::create(moveTest, waitAction,CallFuncN::create(CC_CALLBACK_1(attachBody,this)), NULL);
首先是您需要的功能:
void attachBody(Ref* pSender)
{
Sprite* mySprite = (Sprite*)pSender;
mySprite->setPhysiceBody(body);
//you can do whatever you want to do with your sprite here.
}
现在你应该是这样的
auto action = Sequence::create(moveTest, waitAction,CallFuncN::create(CC_CALLBACK_1(attachBody,this)), NULL);
但是我应该在我的SpawnSprite函数中创建sprite和body,因为我有很多相同的sprite。如果我没有在函数中创建所有的精灵都会受到我的操作的影响,对吗?你想将主体附加到精灵上,在它上运行序列操作吗?是的,也许我可以使用对象池来实现。我试试看。