我在尝试制造一个摩天轮。它由三种不同的精灵组成:底座(腿)、身体(旋转的圆形部分)和座椅(总共16个)。
在下面的代码中,我将底座添加到场景中,然后将身体附加到底座上,最后将每个座椅附加到身体上。座椅目前(以一种奇怪的方式)与身体旋转。我根本不想让座位旋转。我做错了什么?
注:更新后有@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;
}
}发布于 2015-07-29 18:47:25
经过一段时间的努力,并创建了一个简单的测试项目,我意识到我的问题是,我把摩天轮的车身作为一个子节点附加到底座上,我还把座椅作为子节点附加到身体上。虽然可能有办法让这个工作,我把所有的坐标都基于世界坐标。这可能会对未来的人有所帮助。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];
}
}发布于 2015-07-29 09:16:24
设置连接的上、下限值。
pinJoint.shouldEnableLimits=TRUE;
pinJoint.lowerAngleLimit = -0.25;
pinJoint.upperAngleLimit = 0.25;
https://stackoverflow.com/questions/31695000
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