【发布时间】:2018-09-27 23:22:26
【问题描述】:
在我的乒乓球比赛中,球没有正确弹跳。所以,在View Controller 中,我将View 的showPhysics 设置为true,这就是我得到的图像:
这些桨已在我的代码中调整大小:
override func didMove(to view: SKView) {
// Create sprites
ball = self.childNode(withName: "ball") as! SKSpriteNode
enemy = self.childNode(withName: "enemy") as! SKSpriteNode
player = self.childNode(withName: "player") as! SKSpriteNode
// Get labels
enemyLabel = self.childNode(withName: "enemyScore") as! SKLabelNode
playerLabel = self.childNode(withName: "playerScore") as! SKLabelNode
// Set constraints
setConstraints()
// Screen border
let border = SKPhysicsBody(edgeLoopFrom: CGRect(x: frame.minX, y: frame.minY - ball.frame.height * 2, width: frame.width, height: frame.height + ball.frame.height * 4))
border.friction = 0
border.restitution = 0
self.physicsBody = border
// Reset game
reset()
}
还有我的setConstraints 函数:
func setConstraints() {
let enemyPositionY = SKConstraint.positionY(SKRange(constantValue: frame.maxY - 15))
enemy.constraints = [enemyPositionY]
enemy.size.width = frame.width / 4
let playerPositionY = SKConstraint.positionY(SKRange(constantValue: frame.minY + 15))
player.constraints = [playerPositionY]
player.size.width = frame.width / 4
}
因此,我可以看出,当我调整 Sprite 的大小时,物理边界不会改变。我该如何解决这个问题?
这是一种奇怪的行为,但感谢您的帮助!
编辑
Physics Definition(全部在属性检查器中完成):
.
== 编辑(解决方案)==
谢谢。现在,我创建了一个函数来重置physicsBody:
import Foundation
import SpriteKit
// Create new default physics body
func createPhysicsBody(for body: inout SKSpriteNode) {
// Create new physics body
body.physicsBody = SKPhysicsBody(rectangleOf: body.frame.size)
body.physicsBody?.isDynamic = false
body.physicsBody?.allowsRotation = false
body.physicsBody?.pinned = false
body.physicsBody?.affectedByGravity = false
body.physicsBody?.friction = 0
body.physicsBody?.restitution = 0
body.physicsBody?.linearDamping = 0
body.physicsBody?.angularDamping = 0
}
要调用它,你可以使用:
createPhysicsBody(for: &player)
编辑
我现在转到this,这是一种更简单的屏幕布局方式。
【问题讨论】:
-
把你应用physicsBody的代码放到你的问题中
-
@RonMyschuk 我已将其添加到我的问题中 :)
标签: ios swift sprite-kit