我有一根棍子,触摸时会变得更高,触摸结束后会随着持续时间旋转 90 度。所以我决定不使用这个关节销并且所有的制作都没有物理,但我无法成功地将我的棍子添加到平台上,所以它会旋转 90 度并从另一侧固定到平台上,所以我需要的是图片上:
我的代码在那里,我正在制作平台 anchor ,坚持...
self.p_currentPlatform = [SKShapeNode shapeNodeWithRect:CGRectMake(-100/2, -320/2, 100, 320)];
self.p_currentPlatform.position = CGPointMake(50, 160);
self.p_currentPlatform.strokeColor = [SKColor grayColor];
self.p_currentPlatform.fillColor = [SKColor yellowColor];
self.p_currentPlatform.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_p_currentPlatform.frame.size];
self.p_currentPlatform.physicsBody.dynamic = NO;
[self addChild:self.p_currentPlatform atWorldLayer:VZWorldLayerCharacter];
self.anchor = [SKSpriteNode spriteNodeWithColor:[UIColor blackColor] size:CGSizeMake(1, 1)];
CGPoint pos = CGPointMake(_p_currentPlatform.frame.origin.x + _p_currentPlatform.frame.size.width,
_p_currentPlatform.frame.size.height);
self.anchor.position = pos;
self.anchor.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:.1f];
self.anchor.physicsBody.dynamic = NO;
[self addChild:self.anchor atWorldLayer:VZWorldLayerCharacter];
self.p_stick = [SKSpriteNode spriteNodeWithColor:[SKColor purpleColor] size:CGSizeMake(3, 50)];
self.p_stick.position = CGPointMake(_anchor.position.x, _anchor.position.y + _p_stick.frame.size.height/2);
self.p_stick.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:
CGSizeMake(_p_stick.frame.size.width, _p_stick.frame.size.height)];
self.p_stick.physicsBody.dynamic = NO;
self.p_stick.anchorPoint = CGPointMake(0, 0.5);
[self addChild:self.p_stick atWorldLayer:VZWorldLayerCharacter];
然后在触摸时我创建游戏状态并且更新方法正在进行:
SKAction *resize = [SKAction resizeByWidth:0 height:kVZStickHeight duration:timeSinceLast];
SKAction *move = [SKAction moveByX:0 y:kVZStickMove duration:timeSinceLast];
SKAction *group = [SKAction group:@[resize, move]];
[self.p_stick runAction:group];
然后我进行旋转,但通过“y”,它总是走高。
#define SK_DEGREES_TO_RADIANS(__ANGLE__) ((__ANGLE__) * 0.01745329252f)
CGPoint locationConv = [self convertPoint:location toNode:self.anchor]];
[self.p_stick runAction:[SKAction rotateByAngle:(atan2f(locationConv.y, SK_DEGREES_TO_RADIANS(-90)/*locationConv.x*/)) duration:1.0f]];
如何像 joint pin 效果一样固定到平台上?
最佳答案
首先设置 anchor :
self.p_stick.anchorPoint = CGPointMake(0.5, 0);
也可以为所有设置动态属性NO。
你需要使用这个atan2f函数
(atan2f(SK_DEGREES_TO_RADIANS(90), SK_DEGREES_TO_RADIANS(0)))
关于ios - 为什么节点在 zRotation 之后按 Y 轴变化,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27495347/