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我對Swift和Sprite Kit很新穎!Swift Sprite Kit物理主體:應用衝動後球速變慢
我試圖建立一個Pong遊戲。一切運作良好,但我應用衝動減慢真的很快! 我已經關掉重力,摩擦和阻尼和恢復球和場景的設置爲1
這裏是我的代碼:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
let player = SKShapeNode(rectOf: CGSize(width: 200, height: 30))
let enemy = SKShapeNode(rectOf: CGSize(width: 200, height: 30))
let ball = SKShapeNode(circleOfRadius: 10)
override func didMove(to view: SKView) {
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.restitution = 1
border.friction = 0
border.angularDamping = 0
border.linearDamping = 0
self.physicsBody = border
scene?.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
player.position = CGPoint(x: 0, y: -(scene?.size.height)! * 0.35)
player.fillColor = UIColor.white
player.strokeColor = UIColor.clear
self.addChild(player)
player.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 200, height: 30))
player.physicsBody?.friction = 0
player.physicsBody?.isDynamic = false
player.physicsBody?.angularDamping = 0
player.physicsBody?.linearDamping = 0
player.physicsBody?.restitution = 1
player.physicsBody?.affectedByGravity = false
enemy.position = CGPoint(x: 0, y: (scene?.size.height)! * 0.35)
enemy.fillColor = UIColor.white
enemy.strokeColor = UIColor.clear
self.addChild(enemy)
enemy.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 200, height: 30))
enemy.physicsBody?.friction = 0
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.linearDamping = 0
enemy.physicsBody?.angularDamping = 0
enemy.physicsBody?.isDynamic = false
ball.position = CGPoint(x: 0, y: 0)
ball.fillColor = UIColor.white
ball.strokeColor = UIColor.clear
ball.physicsBody?.angularDamping = 0
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.friction = 0
ball.physicsBody?.restitution = 1
ball.physicsBody?.allowsRotation = false
ball.physicsBody?.affectedByGravity = true
ball.physicsBody = SKPhysicsBody(circleOfRadius: 10)
ball.physicsBody?.isDynamic = true
self.addChild(ball)
ball.physicsBody?.applyImpulse(CGVector(dx: -30, dy: -30))
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let pos = touch.location(in: self)
player.position.x = pos.x
}
}
override func update(_ currentTime: TimeInterval) {
if ball.position.y > 0{
enemy.position.x = ball.position.x
}
}
}
謝謝您了!
您沒有設置球'linearDamping'之前。此外,您還需要在應用衝動之前將球添加到場景中。 – 0x141E
謝謝。它有點幫助,因爲它現在移動得更快,但球仍在放慢速度...... –
你創建物理體太晚了 – Knight0fDragon