如何连接两个SKSpriteNode';s使用SKPhysicsJointPin-swift

如何连接两个SKSpriteNode';s使用SKPhysicsJointPin-swift,swift,sprite-kit,xcode6,skspritenode,skphysicsjoint,Swift,Sprite Kit,Xcode6,Skspritenode,Skphysicsjoint,我正在尝试使用SKPhysicsJointPin在主播点连接两个SKSpriteNode,在下面的屏幕截图上标记为绿点。 稍后我想启用physicsBody!。在object2上dynamic=true,以获取object2的“摆动动画” 在创建SKPhysicsJointPin时,我在一开始就遇到了困难,即使我在没有编译的Xcode中没有得到错误 代码如下: import SpriteKit class GameScene: SKScene, SKPhysicsContactDelega

我正在尝试使用
SKPhysicsJointPin
主播点连接两个
SKSpriteNode
,在下面的屏幕截图上标记为绿点。 稍后我想启用
physicsBody!。在object2上dynamic=true
,以获取object2的“摆动动画”

在创建
SKPhysicsJointPin
时,我在一开始就遇到了困难,即使我在没有编译的Xcode中没有得到错误

代码如下:

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {

let object1 = SKSpriteNode(imageNamed: "white")
let object2 = SKSpriteNode(imageNamed: "black")

override func didMoveToView(view: SKView) {
    // Setup background image
    self.backgroundColor = UIColor(hex: 0x60c0f3)

    // Setup physics body to the scene (borders)
    self.physicsBody = SKPhysicsBody (edgeLoopFromRect: self.frame)

    // Change gravity settings of the physics world
    self.physicsWorld.gravity = CGVectorMake(0, -9.8)
    self.physicsWorld.contactDelegate = self

    //===========================================

    // White object properties
    object1.physicsBody = SKPhysicsBody(rectangleOfSize: object1.frame.size)
    object1.physicsBody!.dynamic = false
    object1.position = CGPointMake(size.width/2 - object1.size.width/2, size.height/2)

    // Black object properties
    object2.physicsBody = SKPhysicsBody(rectangleOfSize: object2.frame.size)
    object2.physicsBody!.dynamic = true
    object1.anchorPoint = CGPointMake(0, 0)
    object2.position = CGPointMake(size.width/2 + object2.size.width + 2, size.height/2 + object2.size.height/2)

    // Create joint between two objects
    var myJoint = SKPhysicsJointPin.jointWithBodyA(object1.physicsBody, bodyB: object2.physicsBody, anchor: CGPoint(x: CGRectGetMaxX(self.object1.frame), y: CGRectGetMaxY(self.object2.frame)))

    self.physicsWorld.addJoint(myJoint)
    self.addChild(object1)
    self.addChild(object2)

}

override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
}
}
我得到的Xcode错误是

请告知我的代码中有什么错误。 谢谢。

两个问题:1)在使用关节连接包含物理实体的节点之前,需要将其添加到场景中;2)需要以最小Y值而不是最大Y值连接节点(如果希望关节的行为如图所示),因为场景的原点是视图的左下角,正Y向上

    // Do this prior to adding the joint to the world
    self.addChild(object1)
    self.addChild(object2)

    // Create joint between two objects. Edit: changed MaxY to MinY to attach bodies 
    // at bottom of the nodes
    var myJoint = SKPhysicsJointPin.jointWithBodyA(object1.physicsBody, bodyB: object2.physicsBody, anchor: CGPoint(x: CGRectGetMaxX(self.object1.frame), y: CGRectGetMinY(self.object2.frame)))

    self.physicsWorld.addJoint(myJoint)

在示例代码中更新SpriteKit API调用

铰链的静止位置关闭,有时:

  • 对角线应垂直穿过重心(object2具有质量)
  • 有时块是垂直的(90度)

  • 进口SpriteKit 导入快捷键

    class PinScene: SKScene {
        static let nodeSize = CGSize(width: 300, height: 50)
        let object1 = SKSpriteNode(color: .white, size: nodeSize)
        let object2 = SKSpriteNode(color: .red, size: nodeSize)
        
        override func didMove(to view: SKView) {
            print("PinScene size = \(size.width) x \(size.height)")
            self.anchorPoint = CGPoint(x: 0, y: 0) // BottomLeft
            
            // Create 1 of 2 physics bodies attach to a SKNode objects in the scene.
            object1.zPosition = 10
            object1.anchorPoint = CGPoint(x: 0, y: 0)
            object1.position = CGPoint(
                x: size.width/2 - object1.size.width,
                y: size.height/2
            )
            addChild(object1)
            object1.physicsBody = SKPhysicsBody(rectangleOf: PinScene.nodeSize)
            object1.physicsBody!.isDynamic = false
            
            // Create 2 of 2 physics bodies attach to a SKNode objects in the scene.
            object2.anchorPoint = CGPoint(x: 0, y: 0)
            object2.position = CGPoint(
                x: size.width/2 + 1,
                y: size.height/2
            )
            addChild(object2)
            object2.physicsBody = SKPhysicsBody(rectangleOf: PinScene.nodeSize)
            object2.physicsBody!.isDynamic = true
    
            // Create joint between two objects. Edit: changed MaxY to MinY to attach bodies
            // at bottom of the nodes
            let myJoint = SKPhysicsJointPin.joint(
                withBodyA: object1.physicsBody!,
                bodyB: object2.physicsBody!,
                anchor: CGPoint(x: object1.frame.maxX, y: object1.frame.minY)
            )
    
            physicsWorld.add(myJoint)
        }
     
        override func update(_ currentTime: TimeInterval) {
            print("far end of Object2 at \(Int(object2.frame.maxX)), \(Int(object2.frame.minY)) ")
        }
    }