当我是cocoa2d的新手时,我正在努力沿着弧形路径旋转物理或动态体。
我尝试的方式如下:
#define COS_ANIMATOR(position, timeCount, speed, waveMagnitude) ((cosf(timeCount * speed) * waveMagnitude) + position)
#define SIN_ANIMATOR(position, timeCount, speed, waveMagnitude) ((sinf(timeCount * speed) * waveMagnitude) + position)
CCSpriteBatchNode *pipe_parent = [CCSpriteBatchNode batchNodeWithFile:@"pipe.png" capacity:100];
CCTexture2D *pipeSpriteTexture_ = [pipe_parent texture];
PhysicsSprite *pipeSprite = [PhysicsSprite spriteWithTexture:pipeSpriteTexture_ rect:CGRectMake(0 ,0 ,55,122)];
//pipe = [CCSprite spriteWithFile:@"pipe.png"
// rect:CGRectMake(0, 0, 55, 122)];
[self addChild:pipeSprite];
// pipe.position = ccp(s.width/2 , 420.0);
b2BodyDef myBodyDef;
myBodyDef.type = b2_staticBody; //this will be a dynamic body
myBodyDef.position.Set(((s.width/2) - 90)/PTM_RATIO, 420.0/PTM_RATIO); //set the starting position
myBodyDef.angle = 0; //set the starting angle
b2Body* staticBody = world->CreateBody(&myBodyDef);
b2PolygonShape boxShape;
boxShape.SetAsBox(1,1);
b2FixtureDef boxFixtureDef;
boxFixtureDef.shape = &boxShape;
boxFixtureDef.density = 1;
boxFixtureDef.userData = pipeSprite;
boxFixtureDef.filter.groupIndex = -1;
staticBody->CreateFixture(&boxFixtureDef);
[pipeSprite setPhysicsBody:staticBody];
-(void) draw
{
//
// IMPORTANT:
// This is only for debug purposes
// It is recommend to disable it
//
[super draw];
const CGPoint newSpritePosition = ccp(COS_ANIMATOR(150, mTimeCounter, 0.05,50), SIN_ANIMATOR(400, mTimeCounter, -0.05, 50));
pipeSprite.position = newSpritePosition;
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
}
按照这种方法,我的精灵以圆周运动旋转而不是在弧形路径中旋转。
请提出您的想法或建议。
全部谢谢
答案 0 :(得分:0)
当你谈到在弧形路径中旋转时,我并不完全确定你想要完成的是什么。我只看到你设置一个位置,而不是一个旋转,所以你只是想设置一个位置,或一个旋转,或两者兼而有之?您的位置代码看起来像是在尝试获得圆形(或椭圆形)路径,因为您在x,y位置使用正弦和余弦。
如果你想沿着正弦曲线移动一个精灵,我今天就这样做了,它需要一些试验和错误。我有一些幅度和周期的变量,从那里我在精灵的更新中找出了一个很好的正弦曲线运动:方法。
CGPoint initialPosition; // set this to the sprite's initial position
float amplitude; // in points
float period; // in points
float y, x = initialPosition.x;
-(void) update:(ccTime)dt
{
x += dt * 100; // speed of movement across the screen. Picked by trial and error.
y = initalPosition.y + amplitude * sinf((x - initialPosition.x)/period);
sprite.position = ccp(x,y);
sprite.rotation = cosf((x - initialPosition.x)/period); // optional if you want to rotate along the path as well
}
不知道这是否是您正在寻找的任何东西,但它可能会给您一些想法。