我正在使用Swift和Sprite Kit在XCode Beta 6上开发游戏.
为了检测所有节点是否正在休眠,我检查他们的physicsBody.resting属性.
在更新方法中,我打印出结果.
为了检测所有节点是否正在休眠,我检查他们的physicsBody.resting属性.
在更新方法中,我打印出结果.
import SpriteKit
class GameScene: SKScene,SKPhysicsContactDelegate {
var hero:SKSpriteNode!
override func didMovetoView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0,0)
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromrect:self.frame)
hero = SKSpriteNode(imageNamed: "Spaceship")
hero.position = CGPoint(x:CGRectGetMidX(self.frame),y:CGRectGetMidY(self.frame))
hero.zPosition = 10.0
hero.physicsBody = SKPhysicsBody(circleOfRadius: hero.size.width/2)
hero.physicsBody.allowsRotation = false
hero.physicsBody.lineardamping = 0.5
self.addChild(hero)
}
override func update(currentTime: CFTimeInterval) {
if hero.physicsBody.resting {
println("resting")
} else {
println("moving")
}
}
}
令我惊讶的是,结果如下:
移动
休息
移动
(n次相同)
移动
休息
那么为什么英雄在移动,尽管我什么也没做.节点移动N次并休息(休息),之后继续移动.
谁能解释这种行为?这是一个错误还是我错过了什么?提前致谢.
如果你检查物理体的速度,你会发现它确实在移动,但速度是不可察觉的.这就是为什么没有设置休息属性.检查SKPhysicsBody是否静止的更可靠的方法是测试其线性和角速度是否几乎为零.这是一个如何做到这一点的例子:
func speed(veLocity:CGVector) -> Float {
let dx = Float(veLocity.dx);
let dy = Float(veLocity.dy);
return sqrtf(dx*dx+dy*dy)
}
func angularspeed(veLocity:CGFloat) -> Float {
return abs(Float(veLocity))
}
// This is a more reliable test for a physicsBody at "rest"
func nearlyAtRest(node:SKNode) -> Bool {
return (self.speed(node.physicsBody.veLocity)<self.verySmallValue
&& self.angularspeed(node.physicsBody.angularVeLocity) < self.verySmallValue)
}
override func update(_ currentTime: TimeInterval) {
/* Enumerate over child nodes with names starting with "circle" */
enumerateChildNodesWithName("circle*") {
node,stop in
if (node.physicsBody.resting) {
println("\(node.name) is resting")
}
if (self.nearlyAtRest(node)) {
println("\(node.name) is nearly resting")
}
}
}