node手动添加刚体后如何设置碰撞方法

addPhyBall:function()
{
this.state = BallState.ballConst.Clear;

   // let vec = cc.v2(1,1);
    //let velocity =  vec.normalize().mulSelf(800);

    this.collider = this.node.addComponent(cc.PhysicsCircleCollider);
    //collider.type = cc.RigidBodyType.Dynamic;
    this.collider.radius = 17;
    this.collider.density = 1;
    this.collider.restitution = 0.5;
    this.collider.friction = 0;
    this.collider.gravityScale = 10;
    this.collider.body.fixedRotation = true;
    this.collider.apply();


   /* let l = collider.getWorldPoint();
    l.x += 10;
    l.y += 10;
    collider.applyLinearImpulse(cc.v2(Math.random() * 100, Math.random() * 110), l);*/
   //



    let out = cc.v2();
     this.collider.body.getWorldVector(cc.v2(this.collider.x, this.collider.y), out);
    /*out.x = out.x + Math.random() * 100;
    out.y = out.y =*/

    this.collider.body.applyLinearImpulse(cc.v2(Math.random() * 500 - 250, Math.random() * 500), out);

   // collider.applyForceToCenter(cc.v2(5, 10));
    //collider.linearVelocity.y = 100;
    //cc.log(" collider.radius:", collider.radius);
  //  collider.radius = r;




},
onBeginContact:function(contact, selfCollider, otherCollider) {
    cc.audioEngine.play(this.hitwall, false, 1);
    cc.log("onBeginContact");
},

我设置完后不知道 如何增加onBeginContact,下面直接加好像不行