精灵不受物理影响

时间:2015-12-24 18:37:37

标签: ios sprite-kit physics

我想让SKSpriteNode继续在屏幕上移动并永远与边缘反弹。所以我设置边缘的物理学:

    let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    borderBody.friction = 0
    self.physicsBody = borderBody
    physicsWorld.gravity = CGVectorMake(0, 0)

然后是精灵的物理学:

    ball.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
    ball.size = CGSizeMake(30, 30)
    ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
    ball.physicsBody?.allowsRotation = false
    ball.physicsBody?.restitution = 1.0
    ball.physicsBody?.linearDamping = 0.0
    ball.physicsBody?.friction = 0.0
    ball.physicsBody?.applyImpulse(CGVectorMake(10, -10))

    self.addChild(ball)

问题是精灵不受物理影响,并且停留在屏幕中央。我做错了什么?

1 个答案:

答案 0 :(得分:3)

在你施加冲动之前,你需要将球添加到你的场景中。

import SpriteKit

class GameScene: SKScene {
    override func didMoveToView(view: SKView) {

        let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
        borderBody.friction = 0
        self.physicsBody = borderBody
        physicsWorld.gravity = CGVectorMake(0, 0)

        let ball = SKSpriteNode(color: SKColor.redColor(), size: CGSizeMake(30, 30))
        ball.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
        ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
        ball.physicsBody?.allowsRotation = false
        ball.physicsBody?.restitution = 1.0
        ball.physicsBody?.linearDamping = 0.0
        ball.physicsBody?.friction = 0.0

        self.addChild(ball)
        ball.physicsBody?.applyImpulse(CGVectorMake(10, -10))
    }
}
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