I'm testing out pin joints with Sprite Kit, and I'm finding something unusual happening.
My desired setup is this: one wide, flat box, and two circles; the circles are connected via SKPhysicsPinJoints to the box, so they can act as wheels.
Here's my code. I've tried to make it as concise as possible:
- (SKNode*) createWheelWithRadius:(float)wheelRadius {
CGRect wheelRect = CGRectMake(-wheelRadius, -wheelRadius, wheelRadius*2, wheelRadius*2);
SKShapeNode* wheelNode = [[SKShapeNode alloc] init];
wheelNode.path = [UIBezierPath bezierPathWithOvalInRect:wheelRect].CGPath;
wheelNode.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheelRadius];
return wheelNode;
}
- (void) createCar {
// Create the car
SKSpriteNode* carNode = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(150, 50)];
carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size];
carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:carNode];
// Create the left wheel
SKNode* leftWheelNode = [self createWheelWithRadius:30];
leftWheelNode.position = CGPointMake(carNode.position.x-80, carNode.position.y);
[self addChild:leftWheelNode];
// Create the right wheel
SKNode* rightWheelNode = [self createWheelWithRadius:30];
rightWheelNode.position = CGPointMake(carNode.position.x+80, carNode.position.y);
[self addChild:rightWheelNode];
// Attach the wheels to the body
CGPoint leftWheelPosition = leftWheelNode.position;
CGPoint rightWheelPosition = rightWheelNode.position;
SKPhysicsJointPin* leftPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:leftWheelNode.physicsBody anchor:leftWheelPosition];
SKPhysicsJointPin* rightPinJoint = [SKPhysicsJointPin jointWithBodyA:carNode.physicsBody bodyB:rightWheelNode.physicsBody anchor:rightWheelPosition];
[self.physicsWorld addJoint:leftPinJoint];
[self.physicsWorld addJoint:rightPinJoint];
}
What I'm expecting is that the pin joints are anchored at their centre points; however, when I test this, the anchors for the joints appear to be far off.
Am I missing something really obvious?
I also had this issue and the cause is setting the physics body before setting the sprites position.
carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size];
carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
Change the above to
carNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
carNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carNode.size];
It should work. Thanks Smick.
SpriteKit: How to create Basic Physics Joints
Try this code, I used yours and got weird issues, so started from scratch.
- (SKShapeNode*) makeWheel
{
SKShapeNode *wheel = [[SKShapeNode alloc] init];
CGMutablePathRef myPath = CGPathCreateMutable();
CGPathAddArc(myPath, NULL, 0,0, 16, 0, M_PI*2, YES);
wheel.path = myPath;
return wheel;
}
- (void) createCar
{
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:CGRectMake(0, 0, self.size.width, self.size.height)];
// 1. car body
SKSpriteNode *carBody = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)];
carBody.position = CGPointMake(200, 200);
carBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:carBody.size];
[self addChild:carBody];
// 2. wheels
SKShapeNode *leftWheel = [self makeWheel];
leftWheel.position = CGPointMake(carBody.position.x - carBody.size.width / 2, carBody.position.y);
leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16];
[self addChild:leftWheel];
SKShapeNode *rightWheel = [self makeWheel];
rightWheel.position = CGPointMake(carBody.position.x + carBody.size.width / 2, carBody.position.y);
rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:16];
[self addChild:rightWheel];
// 3. Join wheels to car
[self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:carBody.physicsBody bodyB:leftWheel.physicsBody anchor:leftWheel.position]];
[self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:carBody.physicsBody bodyB:rightWheel.physicsBody anchor:rightWheel.position]];
// 4. drive car
[carBody.physicsBody applyForce:CGVectorMake(10, 0)];
}
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