2013-10-13 24 views
9

我正在测试与雪碧套件针关节,我发现一些不寻常的事情发生。雪碧套件针脚关节似乎有一个不正确的锚点

我想要的设置是这样的:一个宽的扁平盒子和两个圆圈;圆圈通过SKPhysicsPinJoints连接到盒子,因此它们可以充当轮子。

这是我的代码。我试图尽可能简洁:

- (SKNode*) createWheelWithRadius:(float)wheelRadius { 
    CGRect wheelRect = CGRectMake(-wheelRadius, -wheelRadius, wheelRadius*2, wheelRadius*2); 

    SKShapeNode* wheelNode = [[SKShapeNode alloc] init]; 
    wheelNode.path = [UIBezierPath bezierPathWithOvalInRect:wheelRect].CGPath; 

    wheelNode.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheelRadius]; 

    return wheelNode; 
} 


- (void) createCar { 

    // Create the car 
    SKSpriteNode* carNode = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(150, 50)]; 
    carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size]; 
    carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame)); 
    [self addChild:carNode]; 

    // Create the left wheel 
    SKNode* leftWheelNode = [self createWheelWithRadius:30]; 
    leftWheelNode.position = CGPointMake(carNode.position.x-80, carNode.position.y); 
    [self addChild:leftWheelNode]; 

    // Create the right wheel 
    SKNode* rightWheelNode = [self createWheelWithRadius:30]; 
    rightWheelNode.position = CGPointMake(carNode.position.x+80, carNode.position.y); 
    [self addChild:rightWheelNode]; 

    // Attach the wheels to the body 
    CGPoint leftWheelPosition = leftWheelNode.position; 
    CGPoint rightWheelPosition = rightWheelNode.position; 

    SKPhysicsJointPin* leftPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:leftWheelNode.physicsBody anchor:leftWheelPosition]; 
    SKPhysicsJointPin* rightPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:rightWheelNode.physicsBody anchor:rightWheelPosition]; 

    [self.physicsWorld addJoint:leftPinJoint]; 
    [self.physicsWorld addJoint:rightPinJoint]; 
} 

我期待的是,销接头固定在它们的中心点;然而,当我测试这个时,关节的锚点似乎很遥远。

我是否错过了一些非常明显的东西?

回答

10

我也有这个问题,原因是在设置精灵位置之前设置物理体。

carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size]; 
carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame)); 

更改上面

carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame)); 
carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size]; 

它应该工作。感谢Smick。

SpriteKit: How to create Basic Physics Joints

+0

不错的小例子,在你的TVC中,你可以注释掉numberOfSectionsInTableView,对于numberOfRowsInSection,只需使用[_dataSourceArray count]。它是一个很好的例子,你应该添加[head.physicsBody applyTorque:0.2];以引脚连接真正向固定连接显示其不同。好工作 - 感谢分享。 – DogCoffee

+0

谢谢Smick ..我更新了示例。但是,TVC是这样编码的,因为它有两个部分。我无法将您的汽车示例添加为联合类型。 :)这个例子被放入不同的部分。 – Bavan

+0

现在我不能在示例中看到汽车,仍然只有关节列表。我将把我所有的测试代码放入TVC - 很棒的主意! – DogCoffee

5

试试这段代码,我使用过你的代码,发现了奇怪的问题,所以从零开始。

- (SKShapeNode*) makeWheel 
{ 
    SKShapeNode *wheel = [[SKShapeNode alloc] init]; 
    CGMutablePathRef myPath = CGPathCreateMutable(); 
    CGPathAddArc(myPath, NULL, 0,0, 16, 0, M_PI*2, YES); 
    wheel.path = myPath; 
    return wheel; 
} 


- (void) createCar 
{ 

    self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:CGRectMake(0, 0, self.size.width, self.size.height)]; 

    // 1. car body 
    SKSpriteNode *carBody = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)]; 
    carBody.position = CGPointMake(200, 200); 
    carBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carBody.size]; 
    [self addChild:carBody]; 

    // 2. wheels 
    SKShapeNode *leftWheel = [self makeWheel]; 
    leftWheel.position = CGPointMake(carBody.position.x - carBody.size.width/2, carBody.position.y); 
    leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16]; 
    [self addChild:leftWheel]; 

    SKShapeNode *rightWheel = [self makeWheel]; 
    rightWheel.position = CGPointMake(carBody.position.x + carBody.size.width/2, carBody.position.y); 
    rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16]; 
    [self addChild:rightWheel]; 

    // 3. Join wheels to car 
    [self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:carBody.physicsBody bodyB:leftWheel.physicsBody anchor:leftWheel.position]]; 
    [self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:carBody.physicsBody bodyB:rightWheel.physicsBody anchor:rightWheel.position]]; 

    // 4. drive car 
    [carBody.physicsBody applyForce:CGVectorMake(10, 0)]; 
} 
+0

非常感谢!我将Bavan的答案标记为正确,因为它对未来的读者来说更简洁和容易,但您首先提供了正确的解决方案。 –

+0

@DogCoffee:我已经使用你的代码来连接到SpriteNodes。但它改变了我的spritenode的位置。你能帮我么 ? – Nirav

+0

@Nirav我建议你发布一个新问题。我有一段时间没有使用sprite套件。 – DogCoffee