我是Spritebuilder的新手,并试图制作MARIO游戏原型。我正在做的是我有2个精灵,一个精灵拥有快速走路的角色,另一个拥有正常的走路角色。我正在通过一个按钮更改精灵。当我点击按钮时,正常步行精灵将被快速步行精灵所替代,并再次点击该按钮时会出现正常精灵。CCSprite没有响应碰撞
问题:
对于游戏开始时的第一次,在地面和角色之间检测到碰撞跳跃。但是,只要我将精灵改为快速行走角色,跳跃时就不会检测到碰撞。当我再次切换回正常的行走角色时,也不会在跳跃时检测到碰撞。
当我让精灵跳跃,它开始摔倒,为了某种活动(我宁愿说弹跳)被观察到,我也不能说它是否反弹或不弹回。我不知道它为什么会来,以及如何纠正它。我搜索了堆栈溢出和一些论坛。我发现,使用
CCPhysicsBody.iterations
但我不知道如何使用它。 有关更详细的解释,您可以在此链接中看到视频,以了解完整问题。 https://www.dropbox.com/s/0fz3qehie76r60k/Game.mp4?dl=0
请帮忙。欢迎任何建议。
编辑:这里是我改变精灵的代码:
-(void)setCharacterAnimationFast
{
if (_turboButton.selected)
{
//changing button state;
_turboButton.selected=NO;
//changing value of background speed from screen;
speeedParameter = 50.0;
speedParameterOfBackgroundObjects=10.0;
//loading new chracter
_character =(RightCharacter*)[CCBReader load:@"RightCharacter"];
//position the laser at helicopter origin
CGPoint _characterPosition = _fastCharacter.position;
//transform the world position to the node space to which the laser will be added (_physicsNode)
_character.position = [_physicsNode convertToNodeSpace:_characterPosition];
//defining zorder for moving it to background
_character.zOrder= _fastCharacter.zOrder;
// add the laser to the physicsNode of this scene (because it has physics enabled)
[_physicsNode addChild:_character];
//removing the existing character
[_fastCharacter removeFromParentAndCleanup:YES];
CCLOG(@"ground : %@", _ground);
CCLOG(@"ground : %@", _ground.physicsBody);
CCLOG(@"ground : %@", _ground.physicsNode);
[email protected][@"character"];
[email protected][@"ground"];
[email protected]"ground";
_ground.physicsBody.elasticity=0;
[email protected]"character";
_character.physicsBody.elasticity=0;
_physicsNode.iterations=1000;
_fastCharacter=nil;
}
else
{
//changing button state
_turboButton.selected=YES;
//changing value of background speed from screen;
speeedParameter = 80.0;
speedParameterOfBackgroundObjects= 20.0;
//loading new fast character
_fastCharacter =(RightCharacterFast*)[CCBReader load:@"RightCharacterFast"];
//position the laser at helicopter origin
CGPoint _fastCharacterPosition = _character.position;
//transform the world position to the node space to which the laser will be added (_physicsNode)
_fastCharacter.position = [_physicsNode convertToNodeSpace:_fastCharacterPosition];
//defining zorder for moving it to background
_fastCharacter.zOrder= _character.zOrder;
// add the laser to the physicsNode of this scene (because it has physics enabled)
[_physicsNode addChild:_fastCharacter];
//removing the existing character
[_character removeFromParentAndCleanup:YES];
CCLOG(@"ground : %@", _ground);
CCLOG(@"ground : %@", _ground.physicsBody);
CCLOG(@"ground : %@", _ground.physicsNode);
[email protected][@"fastCharacter"];
[email protected][@"ground"];
_ground.physicsBody.elasticity=0;
[email protected]"ground";
[email protected]"fastCharacter";
_fastCharacter.physicsBody.elasticity=0;
_physicsNode.iterations=1000;
_character=nil;
}
}
这里是链接到调试平局的视频:https://www.dropbox.com/s/vt557ngpyj6z9g3/DebugDraw.mp4?dl=0
请发布与问题相关的代码。此外,您可能需要录制该视频,但启用了物理调试绘图功能,以便更好地了解碰撞形状以及它们在玩家击中地面时重叠的原因。 – LearnCocos2D 2014-08-29 10:13:06