我正在用 Sprite Kit 测试销接头,我发现发生了一些不寻常的事情。
我想要的设置是这样的:一个宽的扁平盒子和两个圆圈;圆圈通过 SKPhysicsPinJoints 连接到盒子,因此它们可以充当轮子。
这是我的代码。我试图使其尽可能简洁:
- (SKNode*) createWheelWithRadius:(float)wheelRadius {
CGRect wheelRect = CGRectMake(-wheelRadius, -wheelRadius, wheelRadius*2, wheelRadius*2);
SKShapeNode* wheelNode = [[SKShapeNode alloc] init];
wheelNode.path = [UIBezierPath bezierPathWithOvalInRect:wheelRect].CGPath;
wheelNode.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheelRadius];
return wheelNode;
}
- (void) createCar {
// Create the car
SKSpriteNode* carNode = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(150, 50)];
carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size];
carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:carNode];
// Create the left wheel
SKNode* leftWheelNode = [self createWheelWithRadius:30];
leftWheelNode.position = CGPointMake(carNode.position.x-80, carNode.position.y);
[self addChild:leftWheelNode];
// Create the right wheel
SKNode* rightWheelNode = [self createWheelWithRadius:30];
rightWheelNode.position = CGPointMake(carNode.position.x+80, carNode.position.y);
[self addChild:rightWheelNode];
// Attach the wheels to the body
CGPoint leftWheelPosition = leftWheelNode.position;
CGPoint rightWheelPosition = rightWheelNode.position;
SKPhysicsJointPin* leftPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:leftWheelNode.physicsBody anchor:leftWheelPosition];
SKPhysicsJointPin* rightPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:rightWheelNode.physicsBody anchor:rightWheelPosition];
[self.physicsWorld addJoint:leftPinJoint];
[self.physicsWorld addJoint:rightPinJoint];
}
我期望的是销接头固定在它们的中心点;但是,当我对此进行测试时,关节的锚点似乎很远。
我错过了一些非常明显的东西吗?