我目前有两个添加了SKPhysicsBodies的SKSpriteNodes。当它们没有连接SKJoint时,它们会像预期的那样发生碰撞。一旦我添加了SKPhysicsJoint,它们就会直接相互传递。任何关节我都会正确地添加函数,但SKPhysicsJointLimit只限制节点彼此之间的距离,而不是它们可以接近的程度。我该如何解决这个问题呢?
以下是我用于关节的代码:
let joint = SKPhysicsJointLimit.joint(withBodyA: object1.physicsBody!, bodyB: object2.physicsBody!, anchorA: CGPoint(x: object1.position.x + iconController.position.x, y: object1.position.y + iconController.position.y), anchorB: CGPoint(x: object2.position.x + iconController.position.x, y: object2.position.y + iconController.position.y))
joint.maxLength = screen.height * 0.4
physicsWorld.add(joint)两个节点的PhysicsBody:
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width / 2)
self.physicsBody?.allowsRotation = false
self.physicsBody?.friction = 0
self.physicsBody?.mass = 0.1对于上面的SKPhysicsBody修改,我用不同的值对它进行了测试,它的性能是一样的。
发布于 2016-07-17 15:02:25
SKPhysicsJoint对象将两个物理体连接在一起,以便物理世界可以一起模拟它们。您还可以使用SKPhysicJointPin
销连接允许两个实体围绕锚点独立旋转,就像将它们固定在一起一样。
如果您的对象在使用物理引擎添加SKPhysicsJoint之前工作良好,因此它们会像您希望的那样和您设置的那样触发didBeginContact,我认为您的问题只是一个错误的锚。尝试添加:
let skView = self.view as! SKView skView.showsPhysics = true
对于你的场景初始化代码:你会看到一个物理物体的轮廓,也许你会立即看到这个问题。
为了帮助您,我将尝试创建一个配置为相互碰撞的元素的示例:
enum CollisionTypes: UInt32 {
case Boundaries = 1
case Element = 2
}
class GameScene: SKScene,SKPhysicsContactDelegate {
private var elements = [SKNode]()
override func didMoveToView(view: SKView) {
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
let boundariesFrame = CGRectMake(20, 20, 200, 400)
let boundaries = SKShapeNode.init(rect: boundariesFrame)
boundaries.position = CGPointMake(350,150)
let boundariesBody = SKPhysicsBody.init(edgeLoopFromRect: boundariesFrame)
boundariesBody.dynamic = false
boundariesBody.categoryBitMask = CollisionTypes.Boundaries.rawValue
boundariesBody.contactTestBitMask = CollisionTypes.Element.rawValue
boundaries.physicsBody = boundariesBody
addChild(boundaries)
for index in 0..<5 {
let element = SKShapeNode(circleOfRadius: 10)
let body = SKPhysicsBody(circleOfRadius: 10)
body.linearDamping = 0
// body.mass = 0
body.dynamic = true
body.categoryBitMask = CollisionTypes.Element.rawValue
body.contactTestBitMask = CollisionTypes.Boundaries.rawValue | CollisionTypes.Element.rawValue
body.collisionBitMask = CollisionTypes.Boundaries.rawValue | CollisionTypes.Element.rawValue
element.physicsBody = body
element.position = CGPoint(x: size.width / 2, y: size.height / 2 - 30 * CGFloat(index))
elements.append(element)
addChild(element)
}
}
}希望它能帮助你找到你的问题。
https://stackoverflow.com/questions/38417683
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