Ios 在SpriteKit中使用弹性绳
我正在做一个简单的游戏,它有一根固定在屏幕中间的弹性绳子,绳子的另一端也有一个球。通过在屏幕上移动手指,你可以移动球,这个想法就是通过将球拉向底部,将球向上抛 到目前为止,我的代码如下所示:Ios 在SpriteKit中使用弹性绳,ios,swift,sprite-kit,game-physics,skphysicsjoint,Ios,Swift,Sprite Kit,Game Physics,Skphysicsjoint,我正在做一个简单的游戏,它有一根固定在屏幕中间的弹性绳子,绳子的另一端也有一个球。通过在屏幕上移动手指,你可以移动球,这个想法就是通过将球拉向底部,将球向上抛 到目前为止,我的代码如下所示: var ball = SKSpriteNode(imageNamed: "Ball") override func didMove(to view: SKView) { var ropeSegments = [SKSpriteNode]() let ropeHolder = SKSpri
var ball = SKSpriteNode(imageNamed: "Ball")
override func didMove(to view: SKView) {
var ropeSegments = [SKSpriteNode]()
let ropeHolder = SKSpriteNode(imageNamed: "RopeHolder")
ropeHolder.position = CGPoint(x: frame.midX, y: frame.midY)
ropeSegments.append(ropeHolder)
addChild(ropeHolder)
ropeHolder.physicsBody = SKPhysicsBody(circleOfRadius: ropeHolder.size.width / 2)
ropeHolder.physicsBody?.isDynamic = false
for i in 0..<30 {
let ropeSegment = SKSpriteNode(imageNamed: "RopeTexture")
let offset = ropeSegment.size.height * CGFloat(i + 1)
ropeSegment.position = CGPoint(x: ropeHolder.position.x, y: ropeHolder.position.y - offset)
ropeSegments.append(ropeSegment)
addChild(ropeSegment)
ropeSegment.physicsBody = SKPhysicsBody(rectangleOf: ropeSegment.size)
}
for i in 1..<31 {
let nodeA = ropeSegments[i - 1]
let nodeB = ropeSegments[i]
let joint = SKPhysicsJointPin.joint(withBodyA: nodeA.physicsBody!, bodyB: nodeB.physicsBody!, anchor: CGPoint(x: nodeA.frame.midX, y: nodeA.frame.midY))
physicsWorld.add(joint)
}
ball.position = CGPoint(x: frame.midX, y: ropeSegments.last!.position.y - ball.size.height / 2)
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width / 2)
addChild(ball)
let joint = SKPhysicsJointPin.joint(withBodyA: ropeSegments.last!.physicsBody!, bodyB: ball.physicsBody!, anchor: CGPoint(x: ropeSegments.last!.frame.midX, y: ropeSegments.last!.frame.midY))
physicsWorld.add(joint)
let moveAction = SKAction.move(to: CGPoint(x: frame.midX - 100, y: frame.midY), duration: 0.5)
ball.run(moveAction)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let point = touch.location(in: self)
ball.position = point
}
}
var ball=SKSpriteNode(图像名为:“ball”)
覆盖func didMove(到视图:SKView){
变量ropeSegments=[SKSpriteNode]()
让ropeHolder=SKSpriteNode(图像名为“ropeHolder”)
ropeHolder.position=CGPoint(x:frame.midX,y:frame.midY)
ropeSegments.append(ropeHolder)
addChild(绳索固定器)
ropeHolder.physicsBody=SKPhysicsBody(圆形半径:ropeHolder.size.width/2)
ropeHolder.physicsBody?.isDynamic=false
对于0中的i..您是否为弹簧接头的阻尼和/或频率属性尝试了不同的值?是的,我尝试了一些值,但其行为方式与SKPhysicsJointPin
相同。可能我做错了什么。一定要使用一系列弹簧接头。您可能需要将频率设置为非常高的级别,并将阻尼设置为v非常低的级别,然后调整。你解决了这个问题吗?我可能有一个解决方案。我还没有时间解决它。你的想法是什么?