缩放用 SKSpriteNodes 制作的钟摆
Scaling a pendulum made with SKSpriteNodes
我有一个带钟摆的工作时钟,但摆臂无法正确缩放。这是缩放前的样子...
然后,缩放后...
钟面缩小了,摆臂也缩小了(绿线),但看起来它是围绕它的中心点而不是钟面中心的支点缩放的。我可以通过设置秋千的 anchorPoint
来修复缩放,这样它就可以向一端而不是中心缩放...
swing.anchorPoint = CGPointMake(0, 0.5);
但这样做会导致钟摆不摆动。 (我想是因为物理力被施加到秋千的 anchorPoint
,如果我将它移到一端,就会在固定的销钉处)。
我怎样才能让手臂向支点缩放并仍然允许它摆动?
这是代码...
// in my SKScene
ClockFace *face = [ClockFace face]; // just an SKNode subclass
face.name = @"face";
face.position = CGPointMake(150, 150);
[self addChild:face];
// add the pendulum
SKSpriteNode *fulcrum = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(5, 5)];
[face addChild:fulcrum];
fulcrum.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:fulcrum.frame.size];
fulcrum.physicsBody.dynamic = NO;
SKSpriteNode *swing = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(190, 2)];
[face addChild:swing];
swing.position = CGPointMake(95, 0);
swing.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:swing.frame.size];
SKPhysicsJointPin *pinJoint = [SKPhysicsJointPin jointWithBodyA:fulcrum.physicsBody bodyB:swing.physicsBody anchor:face.position];
[self.physicsWorld addJoint:pinJoint];
在Swift 3这个例子:
let nodeSize = CGSize(width: 10, height: 10)
let node = SKSpriteNode(color: .red, size: nodeSize)
node.physicsBody = SKPhysicsBody(rectangleOf: nodeSize)
node.physicsBody?.isDynamic = false
self.addChild(node)
let node2Size = CGSize(width: 60, height: 8)
let node2 = SKSpriteNode(color: .green, size: node2Size)
node2.position = CGPoint(x: 5, y: 0)
node2.anchorPoint = CGPoint(x: 0.0, y: 0.5) // <- New Line
node2.physicsBody = SKPhysicsBody(rectangleOf: node2Size)
node2.physicsBody?.mass = 1.0
self.addChild(node2)
// Scale Line
node2.run(SKAction.repeatForever(SKAction.sequence([
SKAction.scale(to: 0.2, duration: 1.0),
SKAction.scale(to: 1.5, duration: 0.5),
])))
// Anchor Point
let a = SKPhysicsJointPin.joint(withBodyA: node.physicsBody! , bodyB: node2.physicsBody!, anchor: CGPoint(x: 0.0, y: 0.0))
self.physicsWorld.add(a)
之所以缩放很奇怪,是因为你做锚点的方式。想象一个带有图钉的橡皮筋。锚点是图钉所在的位置。现在要扩展。只需抓住橡皮筋并拉动即可。当图钉在中间时,你会发现很容易均匀地拉伸两侧(这就是你在 y 轴上所做的)。当你把它放在橡皮筋的左边时,你将只能缩放右边(这就是你想要做的)
现在使用 PhysicsBody,您需要根据 sprite 锚点调整身体锚点。为此,您需要做一些数学运算:
let centerPoint = CGPointMake(sprite.size.width / 2 - (sprite.size.width * sprite.anchorPoint.x), sprite.size.height / 2 - (sprite.size.height * sprite.anchorPoint.y))
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size, center: centerPoint)
使用 centerPoint 可以移动 body 的中心。
// in my SKScene
ClockFace *face = [ClockFace face]; // just an SKNode subclass
face.name = @"face";
face.position = CGPointMake(150, 150);
[self addChild:face];
// add the pendulum
SKSpriteNode *fulcrum = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(5, 5)];
[face addChild:fulcrum];
fulcrum.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:fulcrum.frame.size];
fulcrum.physicsBody.dynamic = NO;
SKSpriteNode *swing = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(190, 2)];
[face addChild:swing];
swing.anchorPoint = CGPointMake(0,0.5);
CGPoint *centerPoint = CGPointMake(swing.size.width / 2 - (swing.size.width * swing.anchorPoint.x), swing.size.height / 2 - (swing.size.height * swing.anchorPoint.y));
swing.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:swing.frame.size center:centerPoint];
SKPhysicsJointPin *pinJoint = [SKPhysicsJointPin jointWithBodyA:fulcrum.physicsBody bodyB:swing.physicsBody anchor:face.position];
[self.physicsWorld addJoint:pinJoint];
我有一个带钟摆的工作时钟,但摆臂无法正确缩放。这是缩放前的样子...
然后,缩放后...
钟面缩小了,摆臂也缩小了(绿线),但看起来它是围绕它的中心点而不是钟面中心的支点缩放的。我可以通过设置秋千的 anchorPoint
来修复缩放,这样它就可以向一端而不是中心缩放...
swing.anchorPoint = CGPointMake(0, 0.5);
但这样做会导致钟摆不摆动。 (我想是因为物理力被施加到秋千的 anchorPoint
,如果我将它移到一端,就会在固定的销钉处)。
我怎样才能让手臂向支点缩放并仍然允许它摆动?
这是代码...
// in my SKScene
ClockFace *face = [ClockFace face]; // just an SKNode subclass
face.name = @"face";
face.position = CGPointMake(150, 150);
[self addChild:face];
// add the pendulum
SKSpriteNode *fulcrum = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(5, 5)];
[face addChild:fulcrum];
fulcrum.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:fulcrum.frame.size];
fulcrum.physicsBody.dynamic = NO;
SKSpriteNode *swing = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(190, 2)];
[face addChild:swing];
swing.position = CGPointMake(95, 0);
swing.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:swing.frame.size];
SKPhysicsJointPin *pinJoint = [SKPhysicsJointPin jointWithBodyA:fulcrum.physicsBody bodyB:swing.physicsBody anchor:face.position];
[self.physicsWorld addJoint:pinJoint];
在Swift 3这个例子:
let nodeSize = CGSize(width: 10, height: 10)
let node = SKSpriteNode(color: .red, size: nodeSize)
node.physicsBody = SKPhysicsBody(rectangleOf: nodeSize)
node.physicsBody?.isDynamic = false
self.addChild(node)
let node2Size = CGSize(width: 60, height: 8)
let node2 = SKSpriteNode(color: .green, size: node2Size)
node2.position = CGPoint(x: 5, y: 0)
node2.anchorPoint = CGPoint(x: 0.0, y: 0.5) // <- New Line
node2.physicsBody = SKPhysicsBody(rectangleOf: node2Size)
node2.physicsBody?.mass = 1.0
self.addChild(node2)
// Scale Line
node2.run(SKAction.repeatForever(SKAction.sequence([
SKAction.scale(to: 0.2, duration: 1.0),
SKAction.scale(to: 1.5, duration: 0.5),
])))
// Anchor Point
let a = SKPhysicsJointPin.joint(withBodyA: node.physicsBody! , bodyB: node2.physicsBody!, anchor: CGPoint(x: 0.0, y: 0.0))
self.physicsWorld.add(a)
之所以缩放很奇怪,是因为你做锚点的方式。想象一个带有图钉的橡皮筋。锚点是图钉所在的位置。现在要扩展。只需抓住橡皮筋并拉动即可。当图钉在中间时,你会发现很容易均匀地拉伸两侧(这就是你在 y 轴上所做的)。当你把它放在橡皮筋的左边时,你将只能缩放右边(这就是你想要做的)
现在使用 PhysicsBody,您需要根据 sprite 锚点调整身体锚点。为此,您需要做一些数学运算:
let centerPoint = CGPointMake(sprite.size.width / 2 - (sprite.size.width * sprite.anchorPoint.x), sprite.size.height / 2 - (sprite.size.height * sprite.anchorPoint.y))
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size, center: centerPoint)
使用 centerPoint 可以移动 body 的中心。
// in my SKScene
ClockFace *face = [ClockFace face]; // just an SKNode subclass
face.name = @"face";
face.position = CGPointMake(150, 150);
[self addChild:face];
// add the pendulum
SKSpriteNode *fulcrum = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(5, 5)];
[face addChild:fulcrum];
fulcrum.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:fulcrum.frame.size];
fulcrum.physicsBody.dynamic = NO;
SKSpriteNode *swing = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(190, 2)];
[face addChild:swing];
swing.anchorPoint = CGPointMake(0,0.5);
CGPoint *centerPoint = CGPointMake(swing.size.width / 2 - (swing.size.width * swing.anchorPoint.x), swing.size.height / 2 - (swing.size.height * swing.anchorPoint.y));
swing.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:swing.frame.size center:centerPoint];
SKPhysicsJointPin *pinJoint = [SKPhysicsJointPin jointWithBodyA:fulcrum.physicsBody bodyB:swing.physicsBody anchor:face.position];
[self.physicsWorld addJoint:pinJoint];