Results 12 comments of longchuan

> Current implementation also supports float though it is strict equal. What's wrong with current implementation? js' float support many dots,and bullet's float support many dots too.if the friction was...

> I don't quite understand the issue. Could you give an example to explain it? ![image](https://github.com/user-attachments/assets/5828ebe3-1a12-47e7-932c-5b866cc64d3c) look at this,if I set the friction to 3e-15 or 4e-15,there will have diffrent...

> 1 and 2 should be different. ![image](https://github.com/user-attachments/assets/4f1cabd8-5922-423c-8f58-2c3cac9d72c4) reffer to the requirement, the ball could not output.and blocked by the friction for the output,the rollingFriction should be a large one....

![image](https://github.com/user-attachments/assets/a9603a5d-0b8f-468e-a6f9-06e151747cc5) Or support this reset method

this.node指代Levels所在的节点,而不是你添加的子节点。(解决了之后记得关闭)

> ```js > this.node.on(Node.EventType.TOUCH_END, this.goGame, this); > ``` > > this.node指代Levels所在的节点,而不是你添加的子节点。(解决了之后记得关闭) > > 我想表达的意思是点击其中一个子节点level,event.target应该是子节点,event.currentTarget则应该是父节点,事件委托的目的就是不要让每个子节点都绑定一个事件监听,直接监听父节点即可! 你这个设定不符合多个子节点的设计方案,如果你想获取父节点,可以直接使用node.parent,而不是通过event获取。或者使用target.parent也可以。target的含义,就是当前事件绑定的节点,这个含义与currentTarget重复了。

这些完全不是重点,先把功能做好行吧

getWorldRotation不是local的解决方案,下面有相同代码,这个不算解决,也许是你使用有问题。