碰撞系统
给物体添加刚体组件及碰撞器组件
代码演示
ts
import { _decorator, Collider2D, Component, Contact2DType, IPhysics2DContact, Node, RigidBody2D, v2 } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('PlayerCtrl')
export class PlayerCtrl extends Component {
start() {
const rbody = this.getComponent(RigidBody2D)
console.log(rbody);
// 力
// rbody.applyForce(v2(1000, 0), v2(0, 0), true)
// rbody.applyForceToCenter(v2(0, 1000), true)
// 速度
// rbody.linearVelocity = v2(50, 0)
let collider = this.getComponent(Collider2D);
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
}
onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
console.log({ selfCollider, otherCollider, contact });
// 得到碰撞点 法线
const { points, normal } = contact.getWorldManifold()
console.log(points, normal);
}
update(deltaTime: number) {
}
}
import { _decorator, Collider2D, Component, Contact2DType, IPhysics2DContact, Node, RigidBody2D, v2 } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('PlayerCtrl')
export class PlayerCtrl extends Component {
start() {
const rbody = this.getComponent(RigidBody2D)
console.log(rbody);
// 力
// rbody.applyForce(v2(1000, 0), v2(0, 0), true)
// rbody.applyForceToCenter(v2(0, 1000), true)
// 速度
// rbody.linearVelocity = v2(50, 0)
let collider = this.getComponent(Collider2D);
if (collider) {
collider.on(Contact2DType.BEGIN_CONTACT, this.onBeginContact, this);
}
}
onBeginContact(selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
console.log({ selfCollider, otherCollider, contact });
// 得到碰撞点 法线
const { points, normal } = contact.getWorldManifold()
console.log(points, normal);
}
update(deltaTime: number) {
}
}
传感器
不会有物理碰撞效果(把传感器隐藏-精灵渲染关闭),但会触发事件,实际游戏中有很多对应例子
- 玩家走到个点,开始刷怪了,实质碰到了传感器
- 玩家走到个隐藏点,获得隐藏宝箱,实质碰到了传感器