/// <summary> /// 检测是否与Wolf对象碰撞 /// </summary> /// <param name="wolf"></param> /// <returns>碰撞返回true,否则返回false</returns> public bool collideWithWolf(Wolf wolf) { CCRect wolfRect = wolf.rect(); if(CCRect.CCRectIntersetsRect(wolfRect,rect()))//通过Rect是否相交判断是否碰撞 { return true; } return false; }
Wolf wolf; //主角 #endregion Fields #region Constructors public GameLayer() { base.isTouchEnabled = true;//开启触屏事件 CCDirector.sharedDirector().deviceOrientation = ccDeviceOrientation.kCCDeviceOrientationPortraitUpsideDown;//设置朝向,竖屏 //得分 score = 0; lblScore = CCLabelTTF.labelWithString(string.Format("得分:{0}",score), "Yahei", 30); lblScore.position = new CCPoint(100, 100); this.addChild(lblScore); wolf = new Wolf(); wolf.runing(this);//Sprite跑动动画 this.schedule(CreateGoldOrBomb, 3.0f);//每隔3.0秒调用函数,类似线程 this.schedule(collide);//默认下1.0/60s执行 }