我正在创建一个游戏,对于我的角色,他的腿和躯干有单独的动画,因此它们是具有单独物理主体的单独节点。我在将躯干和腿连接在一起时遇到了很多麻烦,但是连接它们不是问题,保持它们连接是问题。在四处走动时,有时英雄的躯干会从腿上滑落。有点有趣但不实用,哈哈。这是我的物理编码
enum BodyType:UInt32 {
case bullet1 = 2
case enemy1 = 4
case enemy2 = 16
case enemy3 = 32
case desertForegroundCase = 64
case tank11 = 128
case tank12 = 256
case tank13 = 512
case tank21 = 1024
case tank22 = 2048
case tank23 = 4056
case tank31 = 8112
case tank32 = 16224
case tank33 = 32448
case cliff1 = 64856
case cliff2 = 129212
case soldierT = 258424
case soldierL = 516848
}
func CreateScene (){
desertBackground.position = CGPoint(x: frame.size.width / 2, y:
frame.size.height / 2)
desertBackground.size = CGSize (width: 1136, height: 640)
desertBackground.zPosition = -5
desertForegroundImage.position = CGPointMake(568, 100)
desertForegroundImage.zPosition = -1
let desertForeground = SKSpriteNode(texture:
desertForegroundTexture, size:CGSize(width: 1136, height: 200))
desertForeground.position = CGPointMake(568, 100)
let desertForegroundBody = SKPhysicsBody(texture:
desertForegroundTexture, size: CGSize(width: 1136, height: 200))
desertForegroundBody.dynamic = false
desertForegroundBody.affectedByGravity = false
desertForegroundBody.allowsRotation = false
desertForegroundBody.categoryBitMask =
BodyType.deserForegroundcase.rawValue
desertForegroundBody.contactTestBitMask = BodyType.enemy1.rawValue
| BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.soldierL.rawValue | BodyType.soldierT.rawValue
desertForeground.physicsBody = desertForegroundBody
desertForeground.zPosition = -1
self.addChild(desertForegroundImage)
self.addChild(desertForeground)
self.addChild(desert gully)
}
func CreateHero (){
soldierLegs.position = CGPoint(x: 405 , y: 139)
soldierLegs.zPosition = 1
soldierLegs.anchorPoint.x = 0.6
soldierLegs.anchorPoint.y = 0.7
let soldierLegsBody:SKPhysicsBody = SKPhysicsBody(rectangleOfSize:
soldierLegs.size)
soldierLegsBody.dynamic = true
soldierLegsBody.affectedByGravity = true
soldierLegsBody.allowsRotation = false
//body.restitution = 0.4
soldierLegsBody.categoryBitMask = BodyType.soldierL.rawValue
soldierLegsBody.contactTestBitMask = BodyType.enemy1.rawValue |
BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.desertForegroundCase.rawValue
soldierLegs.physicsBody = soldierLegsBody
soldierTorso.position = soldierLegs.position
soldierTorso.zPosition = 2
soldierTorso.anchorPoint.x = 0.25
soldierTorso.anchorPoint.y = 0.1
let soldierTorsoBody:SKPhysicsBody = SKPhysicsBody(rectangleOfSize:
soldierTorso.size)
soldierTorsoBody.dynamic = true
soldierTorsoBody.affectedByGravity = true
soldierTorsoBody.allowsRotation = false
soldierTorsoBody.categoryBitMask = BodyType.soldierT.rawValue
soldierTorsoBody.contactTestBitMask = BodyType.enemy1.rawValue |
BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.desertForegroundCase.rawValue
soldierTorso.physicsBody = soldierTorsoBody
let joint =
SKPhysicsJointFixed.jointWithBodyA(soldierLegs.physicsBody!, bodyB:
soldierTorso.physicsBody!, anchor: soldierLegs.position)
self.addChild(soldierTorso)
self.addChild(soldierLegs)
self.physicsWorld.addJoint(joint)
}
那就是他会滑落多远。有没有办法只用 2 个独立的节点编写一个物理体?还是我只是缺少一些代码?任何帮助都是帮助,谢谢。