It's very simple:
if ((firstBody.categoryBitMask & ballCategory) != 0 &&
(secondBody.categoryBitMask & objectCategory) != 0) {
NSLog(@"Hit");
Ball *ball = (Ball*)firstBody.node;
[ball someMethod];
}
質問
Im adding a load of instances of a class to my scene and detecting a collision between them and another object.
All set up and working
if ((firstBody.categoryBitMask & ballCategory) != 0 && (secondBody.categoryBitMask & objectCategory) != 0) {
NSLog(@"Hit");
}
Getting the "Hit" log whenever I get a collision.
How do I now perform an instance method on one of those objects?
Just for reference this is me adding one of the objects.
Ball *ball = [[Ball alloc]init];
ball.position = CGPointMake(spawnPoint.x + arc4random() % 5, spawnPoint.y);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:5];
ball.physicsBody.dynamic = YES;
ball.physicsBody.mass = 10;
ball.name = @"ball";
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = targetCategory | ballCategory;
ball.physicsBody.collisionBitMask = targetCategory | ballCategory | objectCategory;
[self addChild:ball];
解決
It's very simple:
if ((firstBody.categoryBitMask & ballCategory) != 0 &&
(secondBody.categoryBitMask & objectCategory) != 0) {
NSLog(@"Hit");
Ball *ball = (Ball*)firstBody.node;
[ball someMethod];
}
他のヒント
I have put in the method to do this, I have named the category's to your names so you should just be able to copy and paste the code :), if you have any troubles let me know.
- (void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if ((firstBody.categoryBitMask & ballCategory) != 0 &&
(secondBody.categoryBitMask & objectCategory) != 0)
{
//stuff that u want to call when collision happens
}