cocos2d碰撞检测及注意事项

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检测函数:

- (void)update:(ccTime)dt {

NSLog(@"start......")

NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
for (CCSprite *projectile in _projectiles) {
CGRect projectileRect = CGRectMake(
projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);

NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
for (CCSprite *target in _targets) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height);

if (CGRectIntersectsRect(projectileRect, targetRect)) {
[targetsToDelete addObject:target];

NSLog(@"check......")
}
}

for (CCSprite *target in targetsToDelete) {
[_targets removeObject:target];
[self removeChild:target cleanup:YES];
}

if (targetsToDelete.count >0) {
[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}

for (CCSprite *projectile in projectilesToDelete) {
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];

NSLog(@"end......")
}

说明:我们仅仅通过遍历projectiles和targets数组,为每个projectile和target创建边界矩形,然后使用CGRectIntersectsRect来检测碰撞。如果发现有碰撞了,我们就从场景中移除精灵,同时也把它移除出数组。

注意:我们不得不添加一个toDelete数组,因为我们不能在遍历一个数组的时候去删除数组中的对象。

正常的运行结果是这样的:

start....

check....

....

end....

如果在遍历一个数组时删除数组中的对象的话,程序不会报错,但是逻辑就不对了,如下面的写法:

if (CGRectIntersectsRect(projectileRect, targetRect)) {'

NSLog(@"check.....")
[_targets removeObject:target];
[self removeChild:target cleanup:YES];

[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];

}

调试函数运行的结果是这样的

start....

check....

....

start....

end....

这肯定就不对了

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