- Game Development with Swift
- Stephen Haney
- 288字
- 2021-07-16 13:45:42
Exploring the physics system
SpriteKit simulates physics with physics bodies. We attach physics bodies to all the nodes that need physics computations. We will set up a quick example before exploring all of the details.
Dropping like flies
Our bees need to be part of the physics simulation, so we will add physics bodies to their nodes. Open your Bee.swift
file and locate the spawn
function. Add the following code at the bottom of the function:
// Attach a physics body, shaped like a circle // and sized roughly to our bee. self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
It is that easy to add a node to the physics simulation. Run the project. You will see our three Bee
instances drop off the screen. They are now subject to gravity, which is on by default.
Solidifying the ground
We want the ground to catch falling game objects. We can give the ground its own physics body so the physics simulation can stop the bees from falling through it. Open your Ground.swift
file, locate the spawn
function, and then add this code at the bottom of the function:
// Draw an edge physics body along the top of the ground node. // Note: physics body positions are relative to their nodes. // The top left of the node is X: 0, Y: 0, given our anchor point. // The top right of the node is X: size.width, Y: 0 let pointTopRight = CGPoint(x: size.width, y: 0) self.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointZero, toPoint: pointTopRight)
Run the project. The bees will now quickly drop and then stop once they collide with the ground. Notice how bees that fall farther bounce more energetically. After the bees land, your simulator will look like this:

- 數(shù)據(jù)庫基礎(chǔ)與應(yīng)用:Access 2010
- Creating Mobile Apps with Sencha Touch 2
- 大數(shù)據(jù)可視化
- 云計算服務(wù)保障體系
- Spark大數(shù)據(jù)編程實用教程
- The Game Jam Survival Guide
- 數(shù)據(jù)庫技術(shù)實用教程
- 數(shù)據(jù)庫設(shè)計與應(yīng)用(SQL Server 2014)(第二版)
- 深入理解InfluxDB:時序數(shù)據(jù)庫詳解與實踐
- Unreal Engine Virtual Reality Quick Start Guide
- 計算機(jī)視覺
- Filecoin原理與實現(xiàn)
- 算力經(jīng)濟(jì):從超級計算到云計算
- 算法設(shè)計與分析
- 從Lucene到Elasticsearch:全文檢索實戰(zhàn)