SpriteKit碰撞防止推出



我有这个问题:我有节点A和节点B。我想要的是,当它们之间发生碰撞时(节点A与B的顶部碰撞),节点B不会将节点A向上推。因为现在,当A与B碰撞时,它会被向后推一点,碰撞立即结束(称为didEndContact)。所以当我喜欢和B碰撞时,碰撞立即结束,然后再次开始,然后结束,然后重新开始。。。。我想要的是,如果A与B碰撞,A将躺在这个B上。我注意到,我可以通过设置A.dynamic=NO来实现这一点,但我需要将速度应用于A,如果它不是动态的,速度就不起作用。

这是代码:

typedef NS_OPTIONS(uint32_t, CollisionCategory)
{
    CollisionCategoryPlayer             =  1 << 0,
    CollisionCategoryDiggable           =  1 << 1,
};
-(void)didMoveToView:(SKView *)view
{
    self.playerNode = [SKSpriteNode spriteNodeWithImageNamed:@"player"];
    self.playerNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerNode.size];
    self.playerNode.physicsBody.categoryBitMask = CollisionCategoryPlayer;
    self.playerNode.physicsBody.collisionBitMask = CollisionCategoryDiggable;
    self.playerNode.physicsBody.contactTestBitMask = CollisionCategoryDiggable;
    self.playerNode.position = CGPointMake(160, 520);
    self.playerNode.name = @"player";
    self.playerNode.physicsBody.allowsRotation = NO;
    self.playerNode.physicsBody.friction = 0;
    [self addChild:self.playerNode];
    SKSpriteNode* spriteNode = [SKSpriteNode spriteNodeWithTexture:textToUse];
    spriteNode.name = keyFromCoordinate(coord);
    spriteNode.position = CGPointMake(160, 400);
    spriteNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:spriteNode.size];
    spriteNode.physicsBody.dynamic = NO;
    spriteNode.physicsBody.categoryBitMask = CollisionCategoryDiggable;
    spriteNode.physicsBody.collisionBitMask = CollisionCategoryPlayer;
    spriteNode.physicsBody.contactTestBitMask = CollisionCategoryPlayer;
    spriteNode.physicsBody.resting = YES;
    [self addChild:spriteNode];
}
-(void)update:(NSTimeInterval)currentTime
{
    self.playerNode.physicsBody.velocity = CGVectorMake(0, -200);
}

同样的问题是,didBeginContact被调用,然后是didEndContact,然后是didBegin等等,我想要的是——did-begin只被调用一次。

为两种物理设置restitution = 0抗体有助于

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