我有一根棍子,触摸时变得更高,触摸结束后,持续时间旋转90度。所以我决定不使用这个关节针并且所有制作都没有物理,但是我无法成功地将我的棒添加到平台上,因此它将在90度旋转并从另一侧固定到平台,所以我需要的是在图片上:
我的代码在那里,我正在制作平台锚,坚持......
self.p_currentPlatform = [SKShapeNode shapeNodeWithRect:CGRectMake(-100/2, -320/2, 100, 320)];
self.p_currentPlatform.position = CGPointMake(50, 160);
self.p_currentPlatform.strokeColor = [SKColor grayColor];
self.p_currentPlatform.fillColor = [SKColor yellowColor];
self.p_currentPlatform.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_p_currentPlatform.frame.size];
self.p_currentPlatform.physicsBody.dynamic = NO;
[self addChild:self.p_currentPlatform atWorldLayer:VZWorldLayerCharacter];
self.anchor = [SKSpriteNode spriteNodeWithColor:[UIColor blackColor] size:CGSizeMake(1, 1)];
CGPoint pos = CGPointMake(_p_currentPlatform.frame.origin.x + _p_currentPlatform.frame.size.width,
_p_currentPlatform.frame.size.height);
self.anchor.position = pos;
self.anchor.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:.1f];
self.anchor.physicsBody.dynamic = NO;
[self addChild:self.anchor atWorldLayer:VZWorldLayerCharacter];
self.p_stick = [SKSpriteNode spriteNodeWithColor:[SKColor purpleColor] size:CGSizeMake(3, 50)];
self.p_stick.position = CGPointMake(_anchor.position.x, _anchor.position.y + _p_stick.frame.size.height/2);
self.p_stick.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:
CGSizeMake(_p_stick.frame.size.width, _p_stick.frame.size.height)];
self.p_stick.physicsBody.dynamic = NO;
self.p_stick.anchorPoint = CGPointMake(0, 0.5);
[self addChild:self.p_stick atWorldLayer:VZWorldLayerCharacter];
然后触摸我制作游戏状态并且在更新方法中:
SKAction *resize = [SKAction resizeByWidth:0 height:kVZStickHeight duration:timeSinceLast];
SKAction *move = [SKAction moveByX:0 y:kVZStickMove duration:timeSinceLast];
SKAction *group = [SKAction group:@[resize, move]];
[self.p_stick runAction:group];
之后我正在轮换,但是“y”它总是更高。
#define SK_DEGREES_TO_RADIANS(__ANGLE__) ((__ANGLE__) * 0.01745329252f)
CGPoint locationConv = [self convertPoint:location toNode:self.anchor]];
[self.p_stick runAction:[SKAction rotateByAngle:(atan2f(locationConv.y, SK_DEGREES_TO_RADIANS(-90)/*locationConv.x*/)) duration:1.0f]];
如何像关节针效应那样固定在平台上?
答案 0 :(得分:1)
首先设置锚点:
self.p_stick.anchorPoint = CGPointMake(0.5, 0);
您也可以为所有人设置动态属性NO。
您需要使用此atan2f函数
(atan2f(SK_DEGREES_TO_RADIANS(90), SK_DEGREES_TO_RADIANS(0)))