2013-11-28 23 views
7

弗里斯特了,謝謝你@Smick初始車輛代碼張貼在這裏: Sprite Kit pin joints appear to have an incorrect anchor雪碧套件 - 春接頭(減震器)

我想添加的車輪之間的滑動接頭(左輪)和底盤,以及一個彈簧接頭,以產生減震效果。

用我的代碼下面,我沒有得到壓縮。我意識到這個文檔展示了一個將兩個節點拉到一起的彈簧接頭 - 與我想要的相反。這在SK中可能嗎?

我認爲銷接頭可能是罪魁禍首?當我註銷銷接頭時,汽車零件會變得不合時宜 - 所有東西都會飛濺在屏幕上。原本,銷釘將車輪固定在底盤上,但顯然我想將車輪固定在「減震器」上。

另外,SKPhysicsJointSliding的「axis」參數讓我有點困惑。它想要一個矢量。一個向量相對於?

預先感謝您。

- (SKShapeNode*) makeWheel 
{ 
SKShapeNode *wheel = [[SKShapeNode alloc] init]; 
CGMutablePathRef myPath = CGPathCreateMutable(); 
CGPathAddArc(myPath, NULL, 0,0, 16, 0, M_PI*2, YES); 
wheel.path = myPath; 
wheel.physicsBody.mass = 0.5; 
return wheel; 
} 

- (void) createCar{ 

// 1. car body 
SKSpriteNode *carBody = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)]; 
carBody.position = CGPointMake(200, 700); 
carBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carBody.size]; 
carBody.physicsBody.mass = 1.0; 
[self addChild:carBody]; 

// 2. wheels 
SKShapeNode *leftWheel = [self makeWheel]; 
leftWheel.position = CGPointMake(carBody.position.x - carBody.size.width/2, carBody.position.y-40); 
leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16]; 
[self addChild:leftWheel]; 

SKShapeNode *rightWheel = [self makeWheel]; 
rightWheel.position = CGPointMake(carBody.position.x + carBody.size.width/2, carBody.position.y); 
rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16]; 
[self addChild:rightWheel]; 


/* Build left shock absorber and attach wheel */ 

CGVector av =CGVectorMake(0.0, 5.0); 

SKPhysicsJointSliding *leftSlide = [SKPhysicsJointSliding jointWithBodyA:carBody.physicsBody 
                    bodyB:leftWheel.physicsBody 
                    anchor:leftWheel.position 
                    axis:av]; 


SKPhysicsJointSpring *leftSpring = [SKPhysicsJointSpring jointWithBodyA:carBody.physicsBody bodyB:leftWheel.physicsBody 
                   anchorA:CGPointMake(carBody.position.x - carBody.size.width/2, carBody.position.y) 
                  anchorB:leftWheel.position]; 



SKPhysicsJointPin *leftPin = [SKPhysicsJointPin jointWithBodyA:leftSpring.bodyA 
                 bodyB:leftSpring.bodyB 
                 anchor:leftWheel.position]; 


[self.physicsWorld addJoint:leftSlide]; 
[self.physicsWorld addJoint:leftSpring]; 
[self.physicsWorld addJoint:leftPin]; 

[self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:carBody.physicsBody  bodyB:rightWheel.physicsBody anchor:rightWheel.position]]; 

}

回答

8

編輯我的答案。懸架需要將車輪連接到滑動體上,而不是通過滑動連接裝置來連接車輪。做前者允許車輪旋轉。後者不。

Vehicle.m

#import "Vehicle.h" 

@implementation Vehicle 

- (SKSpriteNode*) makeWheel 
{ 
    SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"wheel.png"]; 
// wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheel.size.width/2]; 
    return wheel; 
} 

-(id)initWithPosition:(CGPoint)pos { 

    if (self = [super init]) { 

     _joints = [NSMutableArray array]; 

     int wheelOffsetY = 60; 
     CGFloat damping  = 1; 
     CGFloat frequency = 4; 

     SKSpriteNode *chassis = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)]; 
     chassis.position = pos; 
     chassis.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:chassis.size]; 
     [self addChild:chassis]; 

     _ctop = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(70, 16)]; 
     _ctop.position = CGPointMake(chassis.position.x+20, chassis.position.y+12); 
     _ctop.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_ctop.size]; 
     [self addChild:_ctop]; 

     SKPhysicsJointFixed *cJoint = [SKPhysicsJointFixed jointWithBodyA:chassis.physicsBody 
                    bodyB:_ctop.physicsBody 
                    anchor:CGPointMake(_ctop.position.x, _ctop.position.y)]; 


     _leftWheel = [self makeWheel]; 
     _leftWheel.position = CGPointMake(chassis.position.x - chassis.size.width/2, chassis.position.y - wheelOffsetY); //Always set position before physicsBody 
     _leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_leftWheel.size.width/2]; 
     _leftWheel.physicsBody.allowsRotation = YES; 
     [self addChild:_leftWheel]; 

     SKSpriteNode *rightWheel = [self makeWheel]; 
     rightWheel.position = CGPointMake(chassis.position.x + chassis.size.width/2, chassis.position.y - wheelOffsetY); 
     rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:rightWheel.size.width/2]; 
     rightWheel.physicsBody.allowsRotation = YES; 
     [self addChild:rightWheel]; 

//------------- LEFT SUSPENSION ----------------------------------------------------------------------------------------------- // 

     SKSpriteNode *leftShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)]; 
     leftShockPost.position = CGPointMake(chassis.position.x - chassis.size.width/2, chassis.position.y - leftShockPost.size.height/2); 
     leftShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:leftShockPost.size]; 
     [self addChild:leftShockPost]; 

     SKPhysicsJointSliding *leftSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody 
                      bodyB:leftShockPost.physicsBody 
                anchor:CGPointMake(leftShockPost.position.x, leftShockPost.position.y) 
                 axis:CGVectorMake(0, 1)]; 

     leftSlide.shouldEnableLimits = TRUE; 
     leftSlide.lowerDistanceLimit = 5; 
     leftSlide.upperDistanceLimit = wheelOffsetY; 


     SKPhysicsJointSpring *leftSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:_leftWheel.physicsBody 
                     anchorA:CGPointMake(chassis.position.x - chassis.size.width/2, chassis.position.y) 
                     anchorB:_leftWheel.position]; 
     leftSpring.damping = damping; 
     leftSpring.frequency = frequency; 

     SKPhysicsJointPin *lPin = [SKPhysicsJointPin jointWithBodyA:leftShockPost.physicsBody bodyB:_leftWheel.physicsBody anchor:_leftWheel.position]; 


//------------- RIGHT SUSPENSION ----------------------------------------------------------------------------------------------- // 

     SKSpriteNode *rightShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)]; 
     rightShockPost.position = CGPointMake(chassis.position.x + chassis.size.width/2, chassis.position.y - rightShockPost.size.height/2); 
     rightShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rightShockPost.size]; 
     [self addChild:rightShockPost]; 

     SKPhysicsJointSliding *rightSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody 
                      bodyB:rightShockPost.physicsBody 
                      anchor:CGPointMake(rightShockPost.position.x, rightShockPost.position.y) 
                      axis:CGVectorMake(0, 1)]; 

     rightSlide.shouldEnableLimits = TRUE; 
     rightSlide.lowerDistanceLimit = 5; 
     rightSlide.upperDistanceLimit = wheelOffsetY; 


     SKPhysicsJointSpring *rightSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:rightWheel.physicsBody 
                     anchorA:CGPointMake(chassis.position.x + chassis.size.width/2, chassis.position.y) 
                     anchorB:rightWheel.position]; 
     rightSpring.damping = damping; 
     rightSpring.frequency = frequency; 

     SKPhysicsJointPin *rPin = [SKPhysicsJointPin jointWithBodyA:rightShockPost.physicsBody bodyB:rightWheel.physicsBody anchor:rightWheel.position]; 


     // Add all joints to the array. 

     [_joints addObject:cJoint]; 

     [_joints addObject:leftSlide]; 
     [_joints addObject:leftSpring]; 
     [_joints addObject:lPin]; 

     [_joints addObject:rightSlide]; 
     [_joints addObject:rightSpring]; 
     [_joints addObject:rPin]; 

    } 

    return self; 
} 


@end 
3

我參加了一個遊樂場轉換耶利米的代碼轉換成迅速進行測試的自由 - 我覺得這非常寶貴與spritekit工作。沒有新的功能;只是翻譯成swift和修改後在遊樂場中運行:

現在更新爲Swift 3.因爲我在乎。

import Foundation 
import SpriteKit 
import PlaygroundSupport 

let view:SKView = SKView(frame: CGRect(x: 0, y: 0, width: 1024, height: 768)) 
PlaygroundPage.current.liveView = view 

let scene = SKScene(size: CGSize(width: 1024, height: 768)) 
scene.name = "PlaygroundScene" 
scene.physicsWorld.gravity = CGVector() 
scene.scaleMode = SKSceneScaleMode.aspectFill 

var vehicle = SKNode() 

var joints = [SKPhysicsJoint]() 
let wheelOffsetY:CGFloat = 60; 
let damping:CGFloat  = 1; 
let frequency :CGFloat = 4; 

let chassis = SKSpriteNode.init(color: UIColor.white, size: CGSize(width: 120, height: 8)) 
chassis.position = CGPoint(x: scene.size.width/2, y: scene.size.height/2) 
chassis.physicsBody = SKPhysicsBody.init(rectangleOf: chassis.size) 
vehicle.addChild(chassis) 


let ctop = SKSpriteNode.init(color: UIColor.green, size: CGSize(width: 70, height: 16)) 

ctop.position = CGPoint(x: chassis.position.x+20, y: chassis.position.y+12) 
ctop.physicsBody = SKPhysicsBody.init(rectangleOf: ctop.size) 
vehicle.addChild(ctop) 



let cJoint = SKPhysicsJointFixed.joint(withBodyA: chassis.physicsBody!, bodyB: ctop.physicsBody!, anchor: CGPoint(x: ctop.position.x, y: ctop.position.y)) 



let leftWheel = SKSpriteNode(imageNamed: "wheel.png") 
leftWheel.position = CGPoint(x: chassis.position.x - chassis.size.width/2, y: chassis.position.y - wheelOffsetY) //Always set position before physicsBody 
leftWheel.physicsBody = SKPhysicsBody(circleOfRadius: leftWheel.size.width/2) 
leftWheel.physicsBody!.allowsRotation = true; 
vehicle.addChild(leftWheel) 


let rightWheel = SKSpriteNode(imageNamed: "wheel.png") 
rightWheel.position = CGPoint(x: chassis.position.x + chassis.size.width/2, y: chassis.position.y - wheelOffsetY) //Always set position before physicsBody 
rightWheel.physicsBody = SKPhysicsBody(circleOfRadius: leftWheel.size.width/2) 
rightWheel.physicsBody!.allowsRotation = true; 
vehicle.addChild(rightWheel) 


//--------------------- LEFT SUSPENSION ---------------------- // 

let leftShockPost = SKSpriteNode(color: UIColor.blue, size:CGSize(width:7, height: wheelOffsetY)) 

leftShockPost.position = CGPoint(x:chassis.position.x - chassis.size.width/2, y: chassis.position.y - leftShockPost.size.height/2) 

leftShockPost.physicsBody = SKPhysicsBody(rectangleOf: leftShockPost.size) 
vehicle.addChild(leftShockPost) 

let leftSlide = SKPhysicsJointSliding.joint(withBodyA: chassis.physicsBody!, bodyB: leftShockPost.physicsBody!, anchor:CGPoint(x:leftShockPost.position.x, y: leftShockPost.position.y), axis:CGVector(dx: 0.0, dy: 1.0)) 


leftSlide.shouldEnableLimits = true; 
leftSlide.lowerDistanceLimit = 5; 
leftSlide.upperDistanceLimit = wheelOffsetY; 


let leftSpring = SKPhysicsJointSpring.joint(withBodyA: chassis.physicsBody!, bodyB: leftWheel.physicsBody!, anchorA: CGPoint(x:chassis.position.x - chassis.size.width/2, y: chassis.position.y), anchorB: leftWheel.position) 


leftSpring.damping = damping; 
leftSpring.frequency = frequency; 

let lPin = SKPhysicsJointPin.joint(withBodyA: leftShockPost.physicsBody!, bodyB:leftWheel.physicsBody!, anchor:leftWheel.position) 


//--------------------- Right SUSPENSION ---------------------- // 

let rightShockPost = SKSpriteNode(color: UIColor.blue, size:CGSize(width: 7, height: wheelOffsetY)) 

rightShockPost.position = CGPoint(x:chassis.position.x + chassis.size.width/2, y: chassis.position.y - rightShockPost.size.height/2) 

rightShockPost.physicsBody = SKPhysicsBody(rectangleOf: rightShockPost.size) 
vehicle.addChild(rightShockPost) 

let rightSlide = SKPhysicsJointSliding.joint(withBodyA: chassis.physicsBody!, bodyB: rightShockPost.physicsBody!, anchor:CGPoint(x:rightShockPost.position.x, y: rightShockPost.position.y), axis:CGVector(dx: 0.0, dy: 1.0)) 


rightSlide.shouldEnableLimits = true; 
rightSlide.lowerDistanceLimit = 5; 
rightSlide.upperDistanceLimit = wheelOffsetY; 


let rightSpring = SKPhysicsJointSpring.joint(withBodyA: chassis.physicsBody!, bodyB: rightWheel.physicsBody!, anchorA: CGPoint(x: chassis.position.x - chassis.size.width/2, y: chassis.position.y), anchorB: rightWheel.position) 


rightSpring.damping = damping; 
rightSpring.frequency = frequency; 

let rPin = SKPhysicsJointPin.joint(withBodyA: leftShockPost.physicsBody!, bodyB:rightWheel.physicsBody!, anchor:rightWheel.position) 


// Add all joints to the array. 

joints.append(cJoint) 
joints.append(leftSlide) 
joints.append(leftSpring) 
joints.append(rightSlide) 
joints.append(rightSpring) 
joints.append(rPin) 


scene.addChild(vehicle) 
view.presentScene(scene) 
0

在您的彈簧沒有壓縮?一個罪魁禍首是使用0.0的默認frequency。將frequency增加到9.0,並且沒有其他改變,我懷疑你會看到一些期望的壓縮。

frequency作爲衡量彈簧的「剛度」是很有用的。更高的frequency意味着更硬的彈簧。 0.0001frequency非常非常鬆散!但是,此邏輯在0.0的默認frequency中發生故障。在frequency == 0.0,彈簧是完全剛性和非壓縮的。