dou*_*lea 5 rotation ios sprite-kit skphysicsbody
我正在使用SpriteKit编写一个涉及许多标记球的iOS游戏.我正在通过构建一个包含2个子节点的父SKSpriteNode构建这些'rollingBalls':
a)SKShapeNode(实际圆形)
b)和SKLabelNode(标签)
球将在整个屏幕上移动,彼此之间以及其他物体在2维中相互作用,并且完全取决于预期的物理(想想台球).但是,如果可能的话,我希望标签不与父母一起旋转,这样它在任何时候都很容易阅读.
最简单的方法是什么?
标签不应该是容器的孩子吗?还有其他方法可以将它钉在球形状上吗?或者我可以在标签上设置一些属性等等?
这就是我现在所拥有的:
double ballDiameter = 40;
UIBezierPath* ovalPath = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake(-ballDiameter / 2, -ballDiameter / 2,
ballDiameter, ballDiameter)];
SKSpriteNode *container = [[SKSpriteNode alloc]init];
container.name = @"rollingBall";
SKShapeNode *ballShape = [[SKShapeNode alloc] init];
ballShape.path = ovalPath.CGPath;
SKLabelNode *ballLabel = [SKLabelNode labelNodeWithFontNamed:@"Arial"];
ballLabel.text = @"some random string";
ballLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
ballLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
ballLabel.position = CGPointMake(0,0);
[container addChild:ballShape];
[container addChild:ballLabel];
container.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ballDiameter / 2];
container.physicsBody.usesPreciseCollisionDetection = YES;
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将所有标签放在一个容器中,将标签添加到关联节点的userData,然后更新标签位置.
// Add a container as a scene instance variable.
SKNode *labels;
- (void)addLabelContainer
{
labels = [SKNode node];
[self addChild:labels];
}
- (void)addLabelForNode:(SKNode*)node
{
SKLabelNode *label = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
node.userData = [NSMutableDictionary dictionaryWithObject:label forKey:@"label"];
label.text = node.name;
label.fontSize = 5;
label.zPosition = node.zPosition + 1;
[labels addChild:label];
}
- (void)removeLabelForNode:(SKNode*)node
{
[[node.userData objectForKey:@"label"] removeFromParent];
[node.userData removeObjectForKey:@"label"];
}
- (void)update:(NSTimeInterval)currentTime
{
for (SKNode *node in self.children) {
SKNode *label = (SKLabelNode*)[node.userData objectForKey:@"label"];
if (label) {
label.position = node.position;
}
}
}
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请参阅https://github.com/pmark/MartianRover/blob/master/hiSpeed/hiSpeed/Scenes/LimboScene.m
这似乎有效
-(void) didSimulatePhysics
{
[self enumerateChildNodesWithName:@"ball" usingBlock:^(SKNode *node, BOOL *stop) {
for (SKNode *n in node.children) {
n.zRotation = -node.zRotation;
}
}];
}
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一种潜在的、超级简单的解决方案:
container.physicsBody.allowsRotation = NO
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但这当然会阻止整个精灵旋转。
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