我正在尝试使用iOS spritekit使用内置物理学来编程构建摆。
目前,我的摆枢轴,重量和有限的关节可以使重量摆动...但是,我不知道如何在枢轴和重量之间编码一条线(杆)。p>我认为用skshapenode绘制一条线将是一个开始...?
-(void)setupPendulum
{
pivot = [SKSpriteNode spriteNodeWithImageNamed:@"pivot.png"];
pivot.position = CGPointMake(self.size.width / 2, self.size.height / 2);
pivot.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:1.0];
pivot.physicsBody.dynamic = NO;
pivot.physicsBody.affectedByGravity = NO;
pivot.xScale = 0.25;
pivot.yScale = 0.25;
[self addChild:pivot];
weight = [SKSpriteNode spriteNodeWithImageNamed:@"weight.png"];
weight.position = CGPointMake(150, 512);
weight.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:100.0];
weight.physicsBody.dynamic = YES;
weight.physicsBody.affectedByGravity = YES;
weight.physicsBody.mass = 0.5;
weight.xScale = 0.75;
weight.yScale = 0.75;
[self addChild:weight];
SKPhysicsBody *ab = pivot.physicsBody;
SKPhysicsBody *bb = weight.physicsBody;
CGPoint ap = pivot.position;
CGPoint bp = weight.position;
SKPhysicsJointLimit *joints = [SKPhysicsJointLimit jointWithBodyA:ab
bodyB:bb
anchorA:ap
anchorB:bp];
[self.physicsWorld addJoint:joints];
}
我的项目需要SKPhysicsJointLimit
而不是引脚,因此经过大量反复试验,我找到了以下解决方案。该行被删除并在didSimulatePhysics
中绘制。该线路连接"卫星",因为它在"母舰"周围旋转时。我对所有这些都是新手的,所以我感谢对这种方法的任何反馈。
设置变量首先:
SKShapeNode *_lineNode;
现在绘制了didSimulatePhyspysics的线:
- (void)didSimulatePhysics {
if (_lineNode){
[_lineNode removeFromParent];
}
SKNode *satelliteShip = [self childNodeWithName:kSatelliteShipName];
CGMutablePathRef pathToDraw;
pathToDraw = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw, NULL, motherShip.position.x, motherShip.position.y);
CGPathAddLineToPoint(pathToDraw, NULL, satelliteShip.position.x, satelliteShip.position.y);
CGPathCloseSubpath(pathToDraw);
_lineNode = [SKShapeNode node];
_lineNode.path = pathToDraw;
CGPathRelease(pathToDraw);
_lineNode.strokeColor = [SKColor grayColor];
[self addChild:_lineNode];
}
正确的方向是查看 skphysicsjointpin ,它可以使用skshapenode或skspritenode(etc。)。
https://developer.apple.com/library/ios/documentation/spritekit/reference/skphysicsjointpin_ref/reference/reference/reference.html
请注意我的问题及其上的评论:
,由于Apple(小册子大小)参考的SpriteKit上没有太多的文档(现在),并且在线上掌握了单级应用程序/教程的掌握 - 大多数人的回答是,"只需在Google中查找 cocos2d",然后重新做到这一点。一切都很好,但我不是一个人的复制品。我喜欢学习可持续和可重复使用的最佳方法。这就是为什么我问做什么最好的方法,而不是张贴的cocos2d移植拷贝性代码,然后让某人像我看到的经常发生的那样填充空白。