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:

  1. Create two physics bodies.
  2. Attach the physics bodies to a pair of SKNode objects in the scene.
  3. Create a joint object using one of the subclasses listed in Table 8-3.
  4. If necessary, configure the joint object’s properties to define how the joint should operate.
  5. Retrieve the scene’s SKPhysicsWorld object.
  6. 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

  1. Physicals

    [Physicals] The physics simulation in Sprite Kit is performed by adding physics bodies to scenes. [T ...

  2. Advanced Scene Processing

    [How a Scene Processes Frames of Animation] In the traditional view system, the contents of a view a ...

  3. Working with Other Node Types

    [Working with Other Node Types] [Shape Nodes Draw Path-Based Shapes] The SKShapeNode class draws a s ...

  4. 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 ...

  5. 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 ...

  6. 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 ...

  7. 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 ...

  8. SpriteKit-(SKNode)

    1.初始化 + (instancetype)node; + (nullable instancetype)nodeWithFileNamed:(NSString*)filename; 2.返回边界边框 ...

  9. [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

  1. open_binary_frm

    参数uchar* head 是已经分配好内存的64个字节的地址 http://mysql.taobao.org/monthly/2015/08/07/ /** *先从.frm文件读取64字节 *第28 ...

  2. (转)UILabel的详细使用

    UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 75, 40)];   //初始化UIlbel并设定frame lab ...

  3. 原创:无错版!让DEDE只生成一个RSS文件,不分栏目

    DEDE为每一个栏目都独立创建一个rss文件, 如果用户要整站订阅相当不方便.  所以需要修改让dede只生成一个rss. 网上大部分帖子要么是抄, 要么是有问题少了步骤. 今天特意整理下. 分享.. ...

  4. 物联网操作系统HelloX已成功移植到MinnowBoard MAX开发板上

    在HelloX开发团队的努力下,以及Winzent Tech公司(总部在瑞典斯德哥尔摩)的支持下,HelloX最新版本V1.78已成功移植到MinnowBoard MAX开发板上.相关源代码已经发布到 ...

  5. 【英语】Bingo口语笔记(68) - come系列

  6. 一条sql导致数据库整体性能下降的诊断和解决的全过程

    今天早上一来,数据库load就比往常高了许多.想想数据库唯一的变化是昨天早上我曾经重新分析过数据库对象. [@more@] 发现数据库load很高,首先看top发现没有特别异常的进程,在数据库中适时抓 ...

  7. HBase 系统架构

    HBase是Apache Hadoop的数据库,能够对大型数据提供随机.实时的读写访问.HBase的目标是存储并处理大型的数据.HBase是一个开源的,分布式的,多版本的,面向列的存储模型.它存储的是 ...

  8. cocos2d-x for android:SimpleGame分析

    cocos2d-x for android:SimpleGame分析 作为cocos2d-x的标配DEMO,SimpleGame可算是给入门学cocos2d-x的俺们这些新手门学习的对象了,那么来分析 ...

  9. Android MVPR 架构模式

    最近我在尝试让 Google 的 IO App 变得可单元测试,我这样做的其中一个原因是验证 Freeman 和 Pryce 在引用中对单元测试的总结.即使现在我还是没有把 IOSched 中的任何一 ...

  10. js COOKIE 记住帐号或者uuid

    当开始接到这个任务的时候,我对cookie还是没多少了解的,而uuid的生成也是一无所知.但是当你发现这个网址http://stackoverflow.com/questions/105034/how ...