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下面是測試代碼:SpriteKit PhysicsBody沒有申請我的貝塞爾曲線
var paths = UIBezierPath()
var bottomLeft = CGPoint(x: dim.minX, y:dim.minY)
var bottomRight = CGPoint(x: dim.maxX , y: dim.minY)
var topRight = CGPoint(x: dim.maxX, y: dim.maxY)
var topLeft = CGPoint(x: dim.minX, y: dim.maxY)
paths.moveToPoint(bottomRight)
paths.addLineToPoint(topRight)
paths.moveToPoint(topRight)
paths.addLineToPoint(topLeft)
paths.moveToPoint(topLeft)
paths.addLineToPoint(bottomLeft)
paths.moveToPoint(bottomLeft)
paths.addLineToPoint(bottomRight)
var n = SKShapeNode(path: paths.CGPath)
n.strokeColor = UIColor.greenColor()
n.physicsBody = SKPhysicsBody(edgeLoopFromPath: paths.CGPath)
shapeLayer.addChild(n)
它繪製一個矩形標準。我會在topRight到topLeft點的中間添加一些曲線,但我想用簡單的矩形測試它。我正在用一個球來測試碰撞,它似乎只是碰撞到從右到下的行,而忽略其餘的行。有沒有人有關於這裏發生了什麼的想法?
skView.showsPhysics = YES;可以幫助你,你可以看到你的形狀周圍的薄物理機構 – dragoneye 2014-09-30 06:59:24
@dragoneye感謝您的提示。看起來應用的物理體是不正確的。你有什麼其他的建議?我已經用圖像更新了原始帖子 – dchhetri 2014-10-02 00:56:34