矩形碰撞

1.首先需要检测碰撞的UI,创建自己的矩形,可以根据锚点自动调节矩形形状

--ui的在世界坐标系中的,锚点为(ax,ay)矩形
local function newRect(uiNode)

	local x,y = uiNode:getPosition()
	local an = uiNode:getAnchorPoint()
	local ax,ay = an.x,an.y
	local p = uiNode:getParent():convertToWorldSpace(cc.p(x,y))
		  x,y = p.x,p.y 
	local box = uiNode:getBoundingBox()
	local w,h = box.width,box.height
	local left,right,top,bottom
	
	return {
			left = x - w*(ax) ,
			right = x + w*(1-ax) ,
			top = y + h*(1-ay) ,
			bottom = y - h*ay ,
	}
end

2.矩形碰撞检测

local function rectIntersectsRect(r1,r2)
	return not (( r1.left > r2.right ) or (r1.right < r2.left) or (r1.top < r2.bottom) or (r1.bottom > r2.top))
end


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转载自blog.csdn.net/twicetwice/article/details/79942259
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