如何从接触的SKNodes获得一个固体SKPhysicsBody或SKNode物体?



我正在尝试创建一个类似House Stack的游戏(https://apps.apple.com/gb/app/house-stack/id1458713825?l(,但在分配物理机制时遇到问题。

我的主要问题是在 Node 掉落并与其他对象接触时创建一个对象,并在它们达到特定高度后以固体形式向下移动它们。

我尝试创建节点之间接触的固定关节,并在最后一个节点位置 y = 0 时移动它们,但固定关节不像我想象的那样工作。节点像蛇一样摇晃,移动时会坍塌。

还尝试创建一个新的具有接触的单个对象并计算其高度,但无法弄清楚我应该如何使用 init(身体:[SKPhysicsBody](。即使我将物理体属性分配给新对象,我也无法测量或调用其高度并使用另一个 Node 联系人更新主体。

任何想法或例子都会很好。这是我的代码,提前感谢。

SKNode(内部触摸开始多次创建同一节点(:

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let Node1 = SKSpriteNode(imageNamed: "Object1")
Node1.position = MovingObject.position
Node1.zPosition = 2
Node1.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: Node1.size.width, height: Node1.size.height))
Node1.physicsBody?.friction = 0.9
Node1.physicsBody?.restitution = 0.1
Node1.physicsBody?.allowsRotation = true
Node1.physicsBody!.contactTestBitMask = Node1.physicsBody!.collisionBitMask
Node1.physicsBody!.categoryBitMask = Node1Category
addChild(Node1)
}

移动物体:

Inside GameScene;
var MovingObject = SKSpriteNode(imageNamed: "Object1")
let ObjectMove = SKAction.sequence([(SKAction.moveBy(x: 200, y: 0, duration: 0.5)),(SKAction.moveBy(x: -400, y: 0, duration: 1)),(SKAction.moveBy(x: 200, y: 0,  duration: 0.5))])
Inside override func didMove(to view: SKView);
MovingObject.position = CGPoint(x: 0, y: frame.maxY * 0.55)
MovingObject.zPosition = 1
MovingObject.run(SKAction.repeatForever(ObjectMove))
addChild(MovingObject)

关节和动作:

func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.name == "Node1" && contact.bodyB.node?.name == "Node1"
{
let joint2 = SKPhysicsJointFixed.joint(withBodyA: contact.bodyA , bodyB: contact.bodyB, anchor: CGPoint(x: contact.contactPoint.x, y:contact.contactPoint.y))

let pos2 = (contact.bodyA.node?.position.x)!-(contact.bodyB.node?.position.x)!
if pos2 <= Node1.size.width * 0.5 && pos2 >= -Node1.size.width * 0.5{
physicsWorld.add(joint2)
}
if (contact.bodyB.node?.position.y)! >= 0 {
let movenodedown = SKAction.moveBy(x: 0, y: -Node1.size.height, duration: 0.5)
contact.bodyB.node?.run(movenodedown)
ground.run(movenodedown)     
}   
}

对于那些需要对类似问题有所启发的人;

我通过使用enumerateChildNodes(withName:using:)physicsBody.isDynamic = false而不是固定接头找到了解决方案。代码如下。

func didBegin(_ contact: SKPhysicsContact)
{
if contact.bodyA.node?.name == "Node1" && contact.bodyB.node?.name == "Node1"
{
let pos2 = (contact.bodyA.node?.position.x)!-(contact.bodyB.node?.position.x)!
if pos2 <= Node1.size.width * 0.5 && pos2 >= -Node1.size.width * 0.5.
{
contact.bodyB.node?.physicsBody?.isDynamic = false
contact.bodyA.node?.physicsBody?.collisionBitMask = 0
contact.bodyA.node?.physicsBody?.contactTestBitMask = 0

if (contact.bodyB.node?.position.y)! >= 0
{
let movenodesdown = SKAction.moveBy(x: 0, y: Node1.size.height , duration: 0.5)
enumerateChildNodes(withName: "Node1") { (nodes, stop) in
let Node1 = nodes as! SKSpriteNode
Node1.run(movenodesdown)
}
}
}
}
}

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