Spritekit SKPhysicsBody针接头

时间:2015-07-29 08:20:39

标签: macos sprite-kit skphysicsbody skphysicsjoint

我试图创造一个摩天轮。它由三个不同的精灵组成:底座(腿),车身(旋转的圆形部分)和座椅(总共16个)。

在下面的代码中,我将基座添加到场景中,然后将主体连接到基座,最后将每个座椅连接到主体。座椅目前正在与身体一起旋转(以奇怪的方式)。我根本不希望座位旋转。我做错了什么?

注意:已更新@dragoneye的评论和建议

-(void) initFerrisWheel {
    self.physicsWorld.gravity = CGVectorMake(0, 0);

    //creates the body of the ferris wheel and attaches it to the base
    SKSpriteNode *ferrisWheel = (SKSpriteNode*)[self childNodeWithName:@"ferriswheel_base"];
    SKTexture *bodyTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_body"];
    SKSpriteNode *body = [[SKSpriteNode alloc] initWithTexture:bodyTexture];
    [body setZPosition:2];
    [body setPosition:CGPointMake(0, 55)];
    body.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.height/2];
    [ferrisWheel addChild:body];

    //rotates the body of the ferris wheel
    SKAction *rotateSequence = [SKAction rotateByAngle:-0.785 duration:2.0];
    SKAction *rotateFinal = [SKAction repeatActionForever:rotateSequence];
    [body runAction:rotateFinal];

    SKTexture *seatTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_seat"];

    int r = 130; //radius of the body for the ferris wheel
    for (int i = 0; i < 16; i++) {
        //creates a seat and places it on the body
        SKSpriteNode *seat = [[SKSpriteNode alloc] initWithTexture:seatTexture];
        float x = r * cosf(2*M_PI*i/16);
        float y = r * sinf(2*M_PI*i/16);
        [seat setPosition:CGPointMake(x, y)];
        [seat setZPosition:3];
        [body addChild:seat];

        //physics body stuff
        seat.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:seat.size.height/2];
        seat.physicsBody.dynamic = YES;

        CGPoint anchor = CGPointMake(x, y);
        SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:seat.physicsBody anchor:anchor];
        [self.physicsWorld addJoint:pin];
        pin.shouldEnableLimits = YES;
        pin.lowerAngleLimit = -0.25;
        pin.upperAngleLimit = 0.25;

    }
}

2 个答案:

答案 0 :(得分:0)

设置关节上限和下限,例如

pinJoint.shouldEnableLimits = TRUE;

pinJoint.lowerAngleLimit = -0.25;

pinJoint.upperAngleLimit = 0.25;

答案 1 :(得分:0)

经过一段时间的摔跤并创建一个简单的测试项目后,我意识到我的问题是我将摩天轮的主体作为子节点连接到底座上,我还将座椅固定在身体上作为子节点。虽然可能有一种方法可以使这个工作,但我基于世界坐标的所有坐标。这有助于将来的某些人。这是固定代码:

-(void) initFerrisWheel {
    //creates the body of the ferris wheel and attaches it to the base
    SKSpriteNode *ferrisWheel = (SKSpriteNode*)[self childNodeWithName:@"ferriswheel_base"];
    SKTexture *bodyTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_body"];
    SKSpriteNode *body = [[SKSpriteNode alloc] initWithTexture:bodyTexture];
    [body setZPosition:2];
    [body setPosition:CGPointMake(ferrisWheel.position.x, ferrisWheel.position.y + 55)];
    body.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:body.size];
    body.physicsBody.affectedByGravity = NO;
    [self addChild:body];

    //rotates the body of the ferris wheel
    SKAction *rotateSequence = [SKAction rotateByAngle:-0.785 duration:2.0];
    SKAction *rotateFinal = [SKAction repeatActionForever:rotateSequence];
    [body runAction:rotateFinal];

    SKTexture *seatTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_seat"];

    int r = 130; //radius of the body for the ferris wheel
    for (int i = 0; i < 16; i++) {
        //creates a seat and places it on the body
        SKSpriteNode *seat = [[SKSpriteNode alloc] initWithTexture:seatTexture];
        float x = body.position.x + r * cosf(2*M_PI*i/16);
        float y = body.position.y + r * sinf(2*M_PI*i/16);
        [seat setPosition:CGPointMake(x, y)];
        [seat setZPosition:3];
        [self addChild:seat];

        //physics body stuff
        seat.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:seat.size];
        seat.physicsBody.affectedByGravity = NO;

        SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:seat.physicsBody anchor:seat.position];
        [self.physicsWorld addJoint:pin];
    }
}