Jer*_*911 3 subclass sprite-kit sknode
有没有人想出(本地)如何将SKNode子类化为包含多个通过关节连接的物体 - 例如,汽车?
似乎没有办法将子类的关节添加到父场景的physicsWorld属性中.
此外,当尝试编译并运行下面的对象时,即使没有关节,我也会收到BAD_EXC_ACCESS错误.
感谢@Smick在此处发布的初始车辆代码:Sprite Kit引脚接头似乎有一个不正确的锚点
卡车类:
#import "Truck.h"
@implementation Truck
-(id)initWithPosition:(CGPoint)pos {
SKSpriteNode *carBody = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)];
carBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carBody.size];
carBody.position = pos;
carBody.physicsBody.mass = 1.0;
SKSpriteNode *carTop = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(50, 8)];
carTop.position = CGPointMake(230, 708);
carTop.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carTop.size];
carTop.physicsBody.mass = 0;
SKPhysicsJointFixed *carBodyJoint = [SKPhysicsJointFixed jointWithBodyA:carBody.physicsBody
bodyB:carTop.physicsBody
anchor:CGPointMake(0, 0)];
return self;
}
+(Truck*)initWithPosition:(CGPoint)pos {
return [[self alloc] initWithPosition:pos];
}
@end
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MyScene:

小智 6
对不起发帖很晚,但是我自己也来了.
除非附加的节点已经添加到SKScene的场景图中,否则物理关节不起作用.
在上面的initWithPosition期间,情况并非如此.传入SKScene对我来说也不起作用,我怀疑因为Vehicle节点仍未添加到场景图中.
你仍然可以在类中封装你的物理关节,但你必须在之后调用另一个方法
[self addChild:car]
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这是我对你已经拥有的东西的改进:
Vehicle.h
@interface Vehicle : SKNode
@property (nonatomic) SKSpriteNode *leftWheel;
@property (nonatomic) SKSpriteNode *ctop;
-(id)initWithPosition:(CGPoint)pos;
-(void)initPhysics;
@end
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Vehicle.m
//
#import "Vehicle.h"
@implementation Vehicle {
SKSpriteNode *chassis;
SKSpriteNode *rightWheel;
SKSpriteNode *leftShockPost;
SKSpriteNode *rightShockPost;
int wheelOffsetY;
CGFloat damping;
CGFloat frequency;
}
- (SKSpriteNode*) makeWheel
{
SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"Wheel.png"];
// wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheel.size.width/2];
return wheel;
}
-(id)initWithPosition:(CGPoint)pos {
if (self = [super init]) {
wheelOffsetY = 60;
damping = 1;
frequency = 4;
chassis = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)];
chassis.position = pos;
[self addChild:chassis];
_ctop = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(70, 16)];
_ctop.position = CGPointMake(chassis.position.x+20, chassis.position.y+12);
[self addChild:_ctop];
_leftWheel = [self makeWheel];
_leftWheel.position = CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y - wheelOffsetY); //Always set position before physicsBody
[self addChild:_leftWheel];
rightWheel = [self makeWheel];
rightWheel.position = CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y - wheelOffsetY);
[self addChild:rightWheel];
//------------- LEFT SUSPENSION ----------------------------------------------------------------------------------------------- //
leftShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)];
leftShockPost.position = CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y - leftShockPost.size.height/2);
[self addChild:leftShockPost];
//------------- RIGHT SUSPENSION ----------------------------------------------------------------------------------------------- //
rightShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)];
rightShockPost.position = CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y - rightShockPost.size.height/2);
[self addChild:rightShockPost];
}
return self;
}
-(void) initPhysics {
chassis.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:chassis.size];
_ctop.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_ctop.size];
SKPhysicsJointFixed *cJoint = [SKPhysicsJointFixed jointWithBodyA:chassis.physicsBody
bodyB:_ctop.physicsBody
anchor:CGPointMake(_ctop.position.x, _ctop.position.y)];
_leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_leftWheel.size.width/2];
_leftWheel.physicsBody.allowsRotation = YES;
rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:rightWheel.size.width/2];
rightWheel.physicsBody.allowsRotation = YES;
leftShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:leftShockPost.size];
SKPhysicsJointSliding *leftSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody
bodyB:leftShockPost.physicsBody
anchor:CGPointMake(leftShockPost.position.x, leftShockPost.position.y)
axis:CGVectorMake(0, 1)];
leftSlide.shouldEnableLimits = TRUE;
leftSlide.lowerDistanceLimit = 5;
leftSlide.upperDistanceLimit = wheelOffsetY;
SKPhysicsJointSpring *leftSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:_leftWheel.physicsBody
anchorA:CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y)
anchorB:_leftWheel.position];
leftSpring.damping = damping;
leftSpring.frequency = frequency;
SKPhysicsJointPin *lPin = [SKPhysicsJointPin jointWithBodyA:leftShockPost.physicsBody bodyB:_leftWheel.physicsBody anchor:_leftWheel.position];
rightShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rightShockPost.size];
SKPhysicsJointSliding *rightSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody
bodyB:rightShockPost.physicsBody
anchor:CGPointMake(rightShockPost.position.x, rightShockPost.position.y)
axis:CGVectorMake(0, 1)];
rightSlide.shouldEnableLimits = TRUE;
rightSlide.lowerDistanceLimit = 5;
rightSlide.upperDistanceLimit = wheelOffsetY;
SKPhysicsJointSpring *rightSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:rightWheel.physicsBody
anchorA:CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y)
anchorB:rightWheel.position];
rightSpring.damping = damping;
rightSpring.frequency = frequency;
SKPhysicsJointPin *rPin = [SKPhysicsJointPin jointWithBodyA:rightShockPost.physicsBody bodyB:rightWheel.physicsBody anchor:rightWheel.position];
// Add all joints to the array.
// Add joints to scene's physics world
[self.scene.physicsWorld addJoint: cJoint];
[self.scene.physicsWorld addJoint: leftSlide];
[self.scene.physicsWorld addJoint: leftSpring];
[self.scene.physicsWorld addJoint: lPin];
[self.scene.physicsWorld addJoint: rightSlide];
[self.scene.physicsWorld addJoint: rightSpring];
[self.scene.physicsWorld addJoint: rPin];
}
@end
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并从MyScene.m调用它
_car = [[DMVehicle alloc] initWithPosition:location];
[self addChild:_car];
[_car initPhysics];
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希望有所帮助,我知道它通过它完成了帮助我
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