我目前正在尝试一些事情。我已经完成了本教程:https ://www.makegameswith.us/tutorials/getting-started-with-spritebuilder/ 但是我现在有点卡住了。我在 SpriteBuilder 中创建了一个 CCNode 并添加了 3 个图像。carbody.png 和 2 个 wheel.png。我制作了所有的物体physicsObjects。
在代码中,我尝试将它们与关节连接并移动它们。然而,车身移动,但车轮保持在原位。
#import "Car.h"
@implementation Skater{
CCNode *_wheel1;
CCNode *_wheel2;
CCNode *_carBody;
CCPhysicsJoint *_bodyWheelJoint1;
CCPhysicsJoint *_bodyWheelJoint2;
}
- (id)init {
self = [super init];
if (self) {
[_wheel1.physicsBody setCollisionGroup: _carBody];
[_wheel2.physicsBody setCollisionGroup: _carBody;
[_carBody.physicsBody setCollisionGroup: _carBody];
_bodyWheelJoint1 = [CCPhysicsJoint connectedPivotJointWithBodyA:_wheel1.physicsBody bodyB: _carBody.physicsBody anchorA:_wheel1.anchorPointInPoints];
_bodyWheelJoint2 = [CCPhysicsJoint connectedPivotJointWithBodyA:_wheel2.physicsBody bodyB: _carBody.physicsBody anchorA:_wheel2.anchorPointInPoints];
}
return self;
}
而在 Gameplay.m 中,我只这样做了:
-(void)didLoadFromCCB{
[_car runAction:
[CCActionMoveTo actionWithDuration:10 position:CGPointMake(2000,_car.position.y)]];
}
车身动了,轮子不动了
我错过了什么?
编辑:我现在做了一些改变,但我的轮子仍然保持原位......
#import "Car.h"
@implementation Car{
CCNode *_wheel1;
CCNode *_wheel2;
CCNode *_carBody;
CCPhysicsJoint *_bodyWheelJoint1;
CCPhysicsJoint *_bodyWheelJoint2;
}
- (id)init {
self = [super init];
if (self) {
CCLOG(@"Car created");
[_wheel1.physicsBody setCollisionGroup:_carBody];
[_wheel2.physicsBody setCollisionGroup:_carBody];
[_carBody.physicsBody setCollisionGroup:_carBody];
_bodyWheelJoint1 = [CCPhysicsJoint connectedPivotJointWithBodyA:_wheel1.physicsBody bodyB:_carBody.physicsBody anchorA:_wheel1.anchorPointInPoints];
_bodyWheelJoint2 = [CCPhysicsJoint connectedPivotJointWithBodyA:_wheel2.physicsBody bodyB:_carBody.physicsBody anchorA:_wheel2.anchorPointInPoints];
}
return self;
}
-(void)moveCar:(int)distance{
CCLOG(@"Car should move");
CGPoint launchDirection = ccp(1, 0);
CGPoint force = ccpMult(launchDirection, distance);
[self.physicsBody applyForce:force];
}
@end