在较早的版本号如3.0beta使用例如以下代码的话:
-- add ground
local groudNode = cc.Node:create()
groudNode:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(0, landHeight), cc.p(288, landHeight)))
layer:addChild(groudNode) -- add bird
local spriteBird = createBird()
spriteBird:setPhysicsBody(cc.PhysicsBody:createCircle(birdSize))
layerBg:addChild(spriteBird)
local function onContactBegin(contact)
print("onContactBegin")
return true;
end -- bind contact listenser
local contactListener = cc.EventListenerPhysicsContactWithBodies:create(groudNode:getPhysicsBody(), spriteBird:getPhysicsBody())
contactListener:registerScriptHandler(onContactBegin, cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN)
layer:getEventDispatcher():addEventListenerWithSceneGraphPriority(contactListener, layer)
注冊给事件 cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN 的回调函数是会被调用的,然后到了3.0版本号后,以上的代码便无法正常工作,cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN事件并未被触发,须要额外为以上代码中的2个刚体对象groudNode:getPhysicsBody()和spriteBird:getPhysicsBody()分别调用setContactTestBitmask(mask),当中mask取同一个值从而使得2个刚体对象属于同一个Contact測试组,这样才干保证当2个刚体接触时Contact事件能被触发,进而调用回调函数。
正确的演示样例代码例如以下:
-- add ground
local groudNode = cc.Node:create()
groudNode:setPhysicsBody(cc.PhysicsBody:createEdgeSegment(cc.p(0, landHeight), cc.p(288, landHeight)))
groudNode:getPhysicsBody():setContactTestBitmask(1);
layer:addChild(groudNode) -- add bird
local spriteBird = createBird()
spriteBird:setPhysicsBody(cc.PhysicsBody:createCircle(birdSize))
spriteBird:getPhysicsBody():setContactTestBitmask(1);
layerBg:addChild(spriteBird)
local function onContactBegin(contact)
print("onContactBegin")
return true;
end -- bind contact listenser
local contactListener = cc.EventListenerPhysicsContactWithBodies:create(groudNode:getPhysicsBody(), spriteBird:getPhysicsBody())
contactListener:registerScriptHandler(onContactBegin, cc.Handler.EVENT_PHYSICS_CONTACT_BEGIN)
layer:getEventDispatcher():addEventListenerWithSceneGraphPriority(contactListener, layer)