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;
}
}
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];
}
}