我试图创建一个逼真的摇头娃娃应用程序,并希望使用物理学来实现摇头动画。我看到其他应用程序都这样做了,从我所了解的来看,我需要使用SpriteKit。
我已经创建了一个SKScene并使用了SKPhysicsJointPin将头部固定在身体上,但它根本不会移动。有什么想法或建议吗?
更新的代码(5/28):
现在在头部使用了2个弹簧关节,它可以左右移动,但不能上下移动。另外,快速点击会导致头部最终向右移动足够远,以至于“掉下”并消失在视野中。很奇怪。
您有任何关于合适的设置的想法,使其能够在保持远离指定区域和不脱落的情况下向上、下、左、右摇晃,同时保持在起始位置处居中吗?
BobbleheadView是SKView的子类
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.backgroundColor =[UIColor clearColor];
self.showsFPS = YES;
self.showsNodeCount = YES;
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc]
initWithTarget:self
action:@selector(animateBobble)];
[self addGestureRecognizer:tap];
SKScene *bobbleheadScene = [SKScene sceneWithSize:self.bounds.size];
[self presentScene:bobbleheadScene];
// 1. Body
self.body = [SKSpriteNode spriteNodeWithImageNamed:@"Bobble-Body"];
self.body.position = CGPointMake(self.frame.size.width/2, self.body.frame.size.height/2);
self.body.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
[bobbleheadScene addChild:self.body];
// 2. Head
self.head = [SKSpriteNode spriteNodeWithImageNamed:@"Bobble-Head"];
self.head.position = CGPointMake(self.center.x, self.body.frame.size.height);
//self.head.physicsBody.affectedByGravity = YES;
// self.head.physicsBody.dynamic = NO;
//This bobbles head great, but head falls off body and out of view
self.head.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.head.size center:self.head.position];
//End
//self.head.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.head.frame];
//self.head.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.head.size.height/2];
[bobbleheadScene addChild:self.head];
// 3. Ceiling
self.ceiling = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(32, 32)];
self.ceiling.position = CGPointMake(self.frame.origin.x+self.frame.size.width/2, self.frame.size.height);
self.ceiling.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
[bobbleheadScene addChild:self.ceiling];
//Spring Joint for Ceiling to Head
SKPhysicsJointSpring *spring1 = [SKPhysicsJointSpring jointWithBodyA:self.ceiling.physicsBody bodyB:self.head.physicsBody anchorA:self.ceiling.position anchorB:CGPointMake(self.head.frame.origin.x+self.head.frame.size.width/2, 0)];
spring1.frequency = 20.0; //gives the spring some elasticity.
spring1.damping = 5.0; //Will remove damping to create the 'pendulum'
[bobbleheadScene.physicsWorld addJoint:spring1];
//Spring Joint for Head to Body
SKPhysicsJointSpring *spring = [SKPhysicsJointSpring jointWithBodyA:self.body.physicsBody bodyB:self.head.physicsBody anchorA:CGPointMake(self.body.position.x+self.body.size.width/2, self.body.position.y) anchorB:CGPointMake(self.head.position.x+self.head.size.width/2, self.body.position.y-self.body.size.height/2)];
spring.frequency = 10.0; //gives the spring some elasticity.
spring.damping = 1.0;
[bobbleheadScene.physicsWorld addJoint:spring];
}
return self;
}
-(void)animateBobble{
NSLog(@"Did Tap Bobblehead!");
[self.head.physicsBody applyImpulse:CGVectorMake(100, -200)];
//[self.body.physicsBody applyImpulse:CGVectorMake(20, 10)];
}