我正在尝试创建一个摩天轮。它由三个不同的精灵组成:底座(腿)、身体(旋转的圆形部分)和座椅(总共 16 个)。
在下面的代码中,我将底座添加到场景中,然后将车身附加到底座上,最后将每个座椅附加到车身上。座椅目前正在(以一种奇怪的方式)随着身体旋转。我根本不希望座位旋转。我究竟做错了什么?
注意:更新了来自@dragoneye 的评论和建议
-(void) initFerrisWheel {
self.physicsWorld.gravity = CGVectorMake(0, 0);
//creates the body of the ferris wheel and attaches it to the base
SKSpriteNode *ferrisWheel = (SKSpriteNode*)[self childNodeWithName:@"ferriswheel_base"];
SKTexture *bodyTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_body"];
SKSpriteNode *body = [[SKSpriteNode alloc] initWithTexture:bodyTexture];
[body setZPosition:2];
[body setPosition:CGPointMake(0, 55)];
body.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.height/2];
[ferrisWheel addChild:body];
//rotates the body of the ferris wheel
SKAction *rotateSequence = [SKAction rotateByAngle:-0.785 duration:2.0];
SKAction *rotateFinal = [SKAction repeatActionForever:rotateSequence];
[body runAction:rotateFinal];
SKTexture *seatTexture = [[SharedAssetsManager sharedData].menuAssets objectForKey:@"ferriswheel_seat"];
int r = 130; //radius of the body for the ferris wheel
for (int i = 0; i < 16; i++) {
//creates a seat and places it on the body
SKSpriteNode *seat = [[SKSpriteNode alloc] initWithTexture:seatTexture];
float x = r * cosf(2*M_PI*i/16);
float y = r * sinf(2*M_PI*i/16);
[seat setPosition:CGPointMake(x, y)];
[seat setZPosition:3];
[body addChild:seat];
//physics body stuff
seat.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:seat.size.height/2];
seat.physicsBody.dynamic = YES;
CGPoint anchor = CGPointMake(x, y);
SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:seat.physicsBody anchor:anchor];
[self.physicsWorld addJoint:pin];
pin.shouldEnableLimits = YES;
pin.lowerAngleLimit = -0.25;
pin.upperAngleLimit = 0.25;
}
}