Connecting Physics Bodies
【Connecting Physics Bodies】
The kinds of joints you can create in Sprite Kit.
You add or remove joints using the physics world. When you create a joint, the points that connect the joint are always specified in the scene’s coordinate system. This may require you to first convert from node coordinates to scene coordinates before creating a joint.
To use a physics joint in your game, follow these steps:
- Create two physics bodies.
- Attach the physics bodies to a pair of SKNode objects in the scene.
- Create a joint object using one of the subclasses listed in Table 8-3.
- If necessary, configure the joint object’s properties to define how the joint should operate.
- Retrieve the scene’s SKPhysicsWorld object.
- Call the physics world’s addJoint: method.
【Searching for Physics Bodies】
Sometimes, it is necessary to find physics bodies in the scene. For example, you might need to:
- Discover whether a physics body is located in a region of the scene.
- Detect when a physics body (such as the one controlled by the player) crosses a particular line.
- Trace the line of sight between two physics bodies, to see whether another physics body, such as a wall, is interposed between the two objects.
In some cases, you can implement these interactions using the collisions and contacts system. For example, to discover when a physics body enters a region, you could create a physics body and attach it to an invisible node in the scene. Then, configure the physics body’s collision mask so that it never collides with anything, and its contact mask to detect the physics bodies you are interested in. Your contact delegate is called when the desired interactions occur.
You can use physicalsworld's [bodyAlongRayStart:end:] to get the body between start & end.
And you can also use bodyAtPoint: and bodyInRect: to get bodies at point or in rect.
【Most Physics Properties Are Dynamic, so Adapt Them at Runtime】
As an object moves throughout the scene, you adjust its linear and rotational damping based on the medium it is in. For example, when the object moves into water, you update the properties to match.
Connecting Physics Bodies的更多相关文章
- Physicals
[Physicals] The physics simulation in Sprite Kit is performed by adding physics bodies to scenes. [T ...
- Advanced Scene Processing
[How a Scene Processes Frames of Animation] In the traditional view system, the contents of a view a ...
- Working with Other Node Types
[Working with Other Node Types] [Shape Nodes Draw Path-Based Shapes] The SKShapeNode class draws a s ...
- Sprite Kit教程:初学者
作者:Ray Wenderlich 原文出处:点击打开链接 http://www.raywenderlich.com/42699/spritekit-tutorial-for-beginners 转自 ...
- cocos2d-x3.0 解释具体的新的物理引擎setCategoryBitmask()、setContactTestBitmask()、setCollisionBitmask()
转载请注明出处:游戏开发实验室http://blog.csdn.net/u010019717/article/details/32942641 我在编写游戏的时候遇到了这个问题. 物理引擎其它的内容 ...
- UE4物理笔记
基本 物理资源随骨骼创建,可添加到骨骼网格上. 物理材质可添加到材质或组件或物理资源上. 通过配置PrimitiveComponent组件的Collision Presets值,可实现自定义的碰撞忽略 ...
- Cocos2d-x 3.0中 物理碰撞检測中onContactBegin回调函数不响应问题
好吧,事实上这篇也是暂时冒出来的,近期朋友要做个物理游戏,曾经做物理还是用box2d,呃.确实要花些功夫才干搞懂当中的精髓,可是听讲这套引擎又一次封装了一次.要easy非常多,所以就简单尝试了一下,感 ...
- SpriteKit-(SKNode)
1.初始化 + (instancetype)node; + (nullable instancetype)nodeWithFileNamed:(NSString*)filename; 2.返回边界边框 ...
- [Unity Physics] Physics - Raycast
Class Variables类变量 gravity The gravity applied to all rigid bodies in the scene.场景中应用到所有刚性物体的重力. min ...
随机推荐
- 设置Sublime Text2 中代码提示
打开sublime text的菜单 Preferences -> Package Settings -> GoSublime ->Settings – User 然后输入 { &q ...
- sqlserver重命名字段名称
EXEC sp_rename 'S2BASE_PRODUCT.[PRODUCT_ID]','TABTYPE_ID','COLUMN';
- 日期选择插件clndr的使用
需求是:在HTML中绘制日历直接供用户选择 而不是使用datepicker之类的表单插件让用户点击input后弹出datepicker让用户选择 浏览了一些解决方案后,发现 CLNDR 这个jQue ...
- 1038: [ZJOI2008]瞭望塔
半平面交. 半平面指的就是一条直线的左面(也不知道对不对) 半平面交就是指很多半平面的公共部分. 这道题的解一定在各条直线的半平面交中. 而且瞭望塔只可能在各个点或者半平面交折线的拐点处. 求出半平面 ...
- Windows 桌面软件:不绑定bing搜索的缤纷桌面
bing:世界上最好的壁纸提供商 ^.^一直垂涎着Bing的壁纸,总是想找机会来一番邂逅. 之前使用bing自家的缤纷桌面.这个软件缺点就是和bing搜索绑定太厉害,放在桌面上感觉那个黑色的条框很碍 ...
- get 与post 的接收传值方式
1.get方法接收值写法 string ad = Request["name"]; 2.post方法接收值写法 <%string a = Request.Form[" ...
- centos 升级php、mysql(webtatic)
1)定义使用webtatic源 rpm -Uvh https://dl.fedoraproject.org/pub/epel/epel-release-latest-5.noarch.rpm (ps: ...
- (转)Mac OS X写了个rm时将文件放入回收站的小工具
上次由于公司里机器要面临重装,开始仓皇地将Mac本里的文件scp到我的台式机上.忙乱之中本来要删除一个无用的文件夹的,结果用rm -rf的时候tab了一下,补全出来的文件都没看清就按下了回车,毫无疑问 ...
- Scala List
1 介绍 Scala中列表List类似于数组,List所有元素都具有相同的类型,但有两个重要的区别. 首先,列表是不可变的,这意味着一个列表的元素可以不被分配来改变. 第二,列表表示一个链表,而数组平 ...
- 深入理解ob_flush/flush
ob_flush/flush在手册中的描述, 都是刷新输出缓冲区, 并且还需要配套使用, 所以会导致很多人迷惑… 其实, 他们俩的操作对象不同, 有些情况下, flush根本不做什么事情.. ob_* ...