适用于矩形不旋转的情况
// 圆与矩形的碰撞检测(适用于矩形无旋转的情况下)
- (BOOL)collisionDetectionCircleCenter:(CGPoint)cPoint radius:(CGFloat)radius toRectangle:(CGRect)rect {
CGFloat width = rect.size.width;
CGFloat height = rect.size.height;
// 圆心与矩形中心的相对距离
CGFloat relativeX = cPoint.x - (rect.origin.x + width * 0.5);
CGFloat relativeY = cPoint.y - (rect.origin.y + height * 0.5);
CGFloat dx = MIN(relativeX, (width * 0.5));
CGFloat dx1 = MAX(dx, (-width * 0.5));
CGFloat dy = MIN(relativeY, (height * 0.5));
CGFloat dy1 = MAX(dy, (-height * 0.5));
BOOL isCollision = (dx1 - relativeX) * (dx1 - relativeX) + (dy1 - relativeY) * (dy1 - relativeY) <= radius * radius;
return isCollision;
}