我是SpriteKit的新手。
我试图解决这个问题: 我的场景中有两个球,当我拖出一个球时,击中了#34;另一个球,这个球应该使用正确的物理学滚动。
在我的测试代码中我只能"移动"第二球,他没有使用" force"热门......
这是我的场景代码:
#import "HittingScene.h"
@interface HittingScene()
@property (nonatomic, strong) SKShapeNode *targetBall;
@property (nonatomic, strong) SKShapeNode *mainBall;
@property (nonatomic, weak) SKShapeNode *draggedNode;
@end
@implementation HittingScene
- (id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size]) {
[self addChild:[self createMainBall]];
[self addChild:[self createTargetBall]];
[self setPhysicsBody:[SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame]];
}
return self;
}
- (SKShapeNode *)createTargetBall
{
self.targetBall = [SKShapeNode node];
CGPathRef path = CGPathCreateWithEllipseInRect((CGRect){{-20, -20}, {40, 40}}, NULL);
[self.targetBall setPath:path];
CGPathRelease(path);
[self.targetBall setPosition:CGPointMake(200, 200)];
[self.targetBall setName:@"targetBall"];
[self.targetBall setPhysicsBody:[SKPhysicsBody bodyWithCircleOfRadius:20.0]];
self.targetBall.physicsBody.dynamic = YES;
self.targetBall.physicsBody.affectedByGravity = NO;
self.targetBall.physicsBody.restitution = 0.7;
return self.targetBall;
}
- (SKShapeNode *)createMainBall
{
self.mainBall = [SKShapeNode node];
CGPathRef path = CGPathCreateWithEllipseInRect((CGRect){{-20, -20}, {40, 40}}, NULL);
[self.mainBall setPath:path];
CGPathRelease(path);
[self.mainBall setPosition:CGPointMake(100, 100)];
[self.mainBall setName:@"mainBall"];
[self.mainBall setPhysicsBody:[SKPhysicsBody bodyWithCircleOfRadius:20.0]];
self.mainBall.physicsBody.dynamic = YES;
self.mainBall.physicsBody.affectedByGravity = NO;
self.mainBall.physicsBody.restitution = 0.7;
return self.mainBall;
}
- (void)touchesBegan:(NSSet*) touches withEvent:(UIEvent*) event
{
self.draggedNode = (SKShapeNode *)[self nodeAtPoint:[[touches anyObject] locationInNode:self]];
}
- (void)touchesMoved:(NSSet*) touches withEvent:(UIEvent*) event
{
self.draggedNode.position = [[touches anyObject] locationInNode:self];
}
- (void)touchesEnded:(NSSet*) touches withEvent:(UIEvent*) event
{
self.draggedNode = nil;
}
@end
有想法如何解决这个问题的人?
谢谢, Urkman
答案 0 :(得分:1)
我认为问题在于你只是在触摸时改变球的位置。这样做只是将节点置于一个新的点并且实际上并不涉及任何力量。你需要建立一个碰撞系统,当主球与它碰撞时,对目标球施加一定的力。
: SKPhysicsBody 中的 applyForce:atPoint:看起来是个好地方。答案 1 :(得分:0)
这是一个可能的解决方案:
#import "HittingScene.h"
@interface HittingScene() <SKPhysicsContactDelegate>
@property (nonatomic, strong) SKShapeNode *targetBall;
@property (nonatomic, strong) SKShapeNode *mainBall;
@property (nonatomic) CGPoint lastTouch;
@property (nonatomic) bool isDragging;
@end
@implementation HittingScene
static const uint32_t mainBallCategory = 0x1 << 0;
static const uint32_t targetBallCategory = 0x1 << 1;
- (id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size]) {
self.physicsWorld.gravity = CGVectorMake(0, 0);
[self addChild:[self createMainBall]];
[self addChild:[self createTargetBall]];
[self setPhysicsBody:[SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame]];
self.physicsWorld.contactDelegate = self;
[self.targetBall.physicsBody applyForce:CGVectorMake(30, 30)];
}
return self;
}
- (SKShapeNode *)createTargetBall
{
self.targetBall = [SKShapeNode node];
CGPathRef path = CGPathCreateWithEllipseInRect((CGRect){{-20, -20}, {40, 40}}, NULL);
[self.targetBall setPath:path];
CGPathRelease(path);
[self.targetBall setPosition:CGPointMake(200, 200)];
[self.targetBall setName:@"targetBall"];
[self.targetBall setPhysicsBody:[SKPhysicsBody bodyWithCircleOfRadius:20.0]];
self.targetBall.physicsBody.dynamic = YES;
self.targetBall.physicsBody.affectedByGravity = YES;
self.targetBall.physicsBody.restitution = 0.7;
self.targetBall.physicsBody.categoryBitMask = targetBallCategory;
self.targetBall.physicsBody.contactTestBitMask = mainBallCategory;
return self.targetBall;
}
- (SKShapeNode *)createMainBall
{
self.mainBall = [SKShapeNode node];
CGPathRef path = CGPathCreateWithEllipseInRect((CGRect){{-20, -20}, {40, 40}}, NULL);
[self.mainBall setPath:path];
CGPathRelease(path);
[self.mainBall setPosition:CGPointMake(100, 100)];
[self.mainBall setName:@"mainBall"];
[self.mainBall setPhysicsBody:[SKPhysicsBody bodyWithCircleOfRadius:20.0]];
self.mainBall.physicsBody.dynamic = NO;
self.mainBall.physicsBody.affectedByGravity = NO;
self.mainBall.physicsBody.restitution = 0.7;
self.mainBall.physicsBody.categoryBitMask = mainBallCategory;
return self.mainBall;
}
- (void)touchesBegan:(NSSet*) touches withEvent:(UIEvent*) event
{
if ((SKShapeNode *)[self nodeAtPoint:[[touches anyObject] locationInNode:self]] == self.mainBall) {
self.isDragging = YES;
}
}
- (void) didBeginContact:(SKPhysicsContact *)contact
{
if (self.isDragging) {
float angle = atan2f (self.lastTouch.y - self.mainBall.position.y, self.lastTouch.x - self.mainBall.position.x) ;
float distance = hypotf(self.lastTouch.x - self.mainBall.position.x, self.lastTouch.y - self.mainBall.position.y);
// calculate vector
CGFloat thrust = distance;
CGVector thrustVector = CGVectorMake(thrust*cosf(angle), thrust*sinf(angle));
// apply force or impluse to target node
// force is not working
// [self.targetBall.physicsBody applyForce:thrustVector];
// impulse is working
[self.targetBall.physicsBody applyImpulse:thrustVector];
}
}
- (void)touchesMoved:(NSSet*) touches withEvent:(UIEvent*) event
{
self.lastTouch = [[touches anyObject] locationInNode:self];
if (self.isDragging) {
[self.mainBall runAction:[SKAction moveTo:[[touches anyObject] locationInNode:self] duration:0.01]];
}
}
- (void)touchesEnded:(NSSet*) touches withEvent:(UIEvent*) event
{
self.isDragging = NO;
}
@end