我创建了两条固定在精灵上的线,相距30˚.我希望两条线像摆锤一样左右摆动,总是从一端到另一端摆动(这样它们在它们的初始位置的左右摆动45°).请看下面我想要实现的目标:
以下是我能够实现的代码:
extension Int {
var degreesToRadians: Double { return Double(self) * .pi / 180 }
}
extension FloatingPoint {
var degreesToRadians: Self { return self * .pi / 180 }
var radiansToDegrees: Self { return self * 180 / .pi }
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var anchorSprite = SKSpriteNode(imageNamed: "swingPin")
var armLeft = SKSpriteNode(imageNamed: "swingArm")
var armRight = SKSpriteNode(imageNamed: "swingArm")
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: -1.8)
self.physicsWorld.contactDelegate = self
var tealBg …Run Code Online (Sandbox Code Playgroud) 我有一个非常基本的多边形,它是我游戏中精灵的纹理,但是当我尝试从这个纹理为精灵创建一个 PhysicsBody 时,我得到了这个错误:
2016-06-19 08:25:21.707 Space Escape[14677:5651144] PhysicsBody: Could not create physics body.
Run Code Online (Sandbox Code Playgroud)
此外,游戏使用了许多不同的简单多边形,并且对于某些可以创建物理体,但对于其他的它会出错。
func setPhysics(size: CGSize) {
self.physicsBody = SKPhysicsBody(texture: asteroidTexture, size: size)
self.physicsBody?.angularDamping = 0
self.physicsBody?.angularVelocity = 2
}
Run Code Online (Sandbox Code Playgroud)
这是纹理:
我正在尝试创建两条锚定在某个点(精灵)并旋转以在它们之间形成30度角的线.下面是我想要实现的图像.
这是我到目前为止所做的:
extension Int {
var degreesToRadians: Double { return Double(self) * .pi / 180 }
}
extension FloatingPoint {
var degreesToRadians: Self { return self * .pi / 180 }
var radiansToDegrees: Self { return self * 180 / .pi }
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var anchorSprite = SKSpriteNode(imageNamed: "anchorSprite")
var armLeft = SKSpriteNode(imageNamed: "lineSprite")
var armRight = SKSpriteNode(imageNamed: "lineSprite")
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: -1.8)
self.physicsWorld.contactDelegate = self
var tealBg …Run Code Online (Sandbox Code Playgroud)