Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
879 views
in Technique[技术] by (71.8m points)

swift - Sprite Kit physicsBody.resting behavior

I am using Swift and Sprite Kit to develop a game on XCode Beta 6. In order to detect if all nodes are sleeping, i check their physicsBody.resting property. In update method i print out the result.

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")
        }
    }
}

To my surprise, the results are:

moving resting moving (n times the same) moving resting

So why the hero is moving, although i didn't do anything. The node moves N times and takes a break(resting), after that goes on moving.

Can anyone explain that behaviour? Is that a bug or do i miss something? Thanks in advance.

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

If you examine the velocity of a physics body, you'll see that it is indeed moving but at a rate that is not perceivable. That's why the resting property is not set. A more reliable way to check if a SKPhysicsBody is at rest is to test if its linear and angular speeds are nearly zero. Here's an example of how to do that:

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")
        }
    }
}

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...