我正在尝试使用 iOS SpriteKit 使用内置物理以编程方式构建一个钟摆。
目前,我有摆枢轴、重物和允许重物摆动的有限关节...但是,我不知道如何在枢轴和重物之间编写一条线(杆)。
我认为用 SKShapeNode 画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];
}
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小智 5
我的项目需要而SKPhysicsJointLimit不是引脚,因此经过大量试验和错误后,我找到了以下解决方案。该线被移除并绘制在 中didSimulatePhysics。当“卫星船”围绕“母船”运行时,该线将其连接起来。我对这一切都很陌生,所以我很感激任何关于这种方法的反馈。
首先设置变量:
SKShapeNode *_lineNode;
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现在在 didSimulatePhysics 中画一条线:
- (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];
}
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