本文介绍了cocos2d sprite 碰撞检测boundingbox的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!
问题描述
我有 2 个精灵.我使用边界框来检查与 CGRectIntersectsRect 的碰撞.但它不起作用.HBBall 和 HBpaddle 都有一个名为 image 的 CCSprite.
I got 2 sprites. I use the boundingbox to check for collision with CGRectIntersectsRect. But it is not working. HBBall and HBpaddle has a CCSprite called image.
初始化:
ball = [[HBBall alloc] init];
ball.position = ccp(150, 50);
[self addChild:ball];
[update addObject:ball];
paddle1 = [[HBPaddle alloc] init];
paddle1.position = ccp(50, 160);
[self addChild:paddle1];
更新:
if (CGRectIntersectsRect([paddle1.image boundingBox], [ball.image boundingBox]))
CCLOG(@"ball hit paddle");
CGRectIntersectsRect 总是返回 true.有人有想法吗?
CGRectIntersectsRect retuns always true. Does anyone have an idea?
推荐答案
你不能直接传递边界框,因为它是相对于精灵的.您必须像这样传递绝对 CGRect 边界框:
you cant pass directly the bounding box, because it's relative to the sprite. You MUST pass the absolute CGRect boundingbox like this:
s = CCsprite
s.anchorPoint = ccp(0, 0);
CGRect absoluteBox = CGRectMake(s.position.x, s.position.y, [s boundingBox].size.width, [s boundingBox].size.height);
进行必要的调整!
希望能帮上忙!
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