game-physics

SKPhysicsContact is there any way to determine which body is A and B?

我只是一个虾纸丫 提交于 2021-02-19 03:09:56
问题 in SpriteKit we detect the in the didBeginContact method. but this looks a bit stupid to do something like that: func didBeginContact(contact: SKPhysicsContact) { if let contactA = contact.bodyA.node?.name { if let contactB = contact.bodyB.node?.name { //now that we have safely unwrapped these nodes, we can operate on them if contactA == "ball" { collisionBetweenBall(contact.bodyA.node!, object: contact.bodyB.node!) } else if contactB == "ball" { collisionBetweenBall(contact.bodyB.node!,

SKPhysicsContact is there any way to determine which body is A and B?

故事扮演 提交于 2021-02-19 03:08:48
问题 in SpriteKit we detect the in the didBeginContact method. but this looks a bit stupid to do something like that: func didBeginContact(contact: SKPhysicsContact) { if let contactA = contact.bodyA.node?.name { if let contactB = contact.bodyB.node?.name { //now that we have safely unwrapped these nodes, we can operate on them if contactA == "ball" { collisionBetweenBall(contact.bodyA.node!, object: contact.bodyB.node!) } else if contactB == "ball" { collisionBetweenBall(contact.bodyB.node!,

SKPhysicsContact is there any way to determine which body is A and B?

[亡魂溺海] 提交于 2021-02-19 03:06:41
问题 in SpriteKit we detect the in the didBeginContact method. but this looks a bit stupid to do something like that: func didBeginContact(contact: SKPhysicsContact) { if let contactA = contact.bodyA.node?.name { if let contactB = contact.bodyB.node?.name { //now that we have safely unwrapped these nodes, we can operate on them if contactA == "ball" { collisionBetweenBall(contact.bodyA.node!, object: contact.bodyB.node!) } else if contactB == "ball" { collisionBetweenBall(contact.bodyB.node!,

SKPhysicsContact is there any way to determine which body is A and B?

时光毁灭记忆、已成空白 提交于 2021-02-19 03:06:36
问题 in SpriteKit we detect the in the didBeginContact method. but this looks a bit stupid to do something like that: func didBeginContact(contact: SKPhysicsContact) { if let contactA = contact.bodyA.node?.name { if let contactB = contact.bodyB.node?.name { //now that we have safely unwrapped these nodes, we can operate on them if contactA == "ball" { collisionBetweenBall(contact.bodyA.node!, object: contact.bodyB.node!) } else if contactB == "ball" { collisionBetweenBall(contact.bodyB.node!,

Create a raycast in spritekit

一个人想着一个人 提交于 2021-02-18 19:29:30
问题 I am building a game using Spritekit and am trying to build a raycast that will connect the player with the point where the player tapped. It will be like a rope that connects the player to the point where he or she tapped. For example if a player taps at the point x: 0, y: 0 then it will become a rope that connects both things with each other. With the time the rope will become shorter and the player will be dragged against it. The player does have a physicsbody. When the player releases the

Pymunk/Chipmunk2d - dynamic bodies colliding with static bodies generating collsion impulses

∥☆過路亽.° 提交于 2021-02-11 12:40:26
问题 simple question, but couldn't find an answer: Can static bodies apply collision impulses to dynamic bodies? here's a little recording of what my code does As you can see, the two dynamic triangles collide with each other, and are stopped by the static line. however, the behavior is not what I want. If I had only one triangle, it would be skidding down the ledge on just one vertex --> the static body does not inflict any sort of torque or counter forces (I'm no physicist) on the triangles.

Pymunk/Chipmunk2d - dynamic bodies colliding with static bodies generating collsion impulses

北城余情 提交于 2021-02-11 12:39:19
问题 simple question, but couldn't find an answer: Can static bodies apply collision impulses to dynamic bodies? here's a little recording of what my code does As you can see, the two dynamic triangles collide with each other, and are stopped by the static line. however, the behavior is not what I want. If I had only one triangle, it would be skidding down the ledge on just one vertex --> the static body does not inflict any sort of torque or counter forces (I'm no physicist) on the triangles.

Simple 2D Flight Physics with Box2D

℡╲_俬逩灬. 提交于 2021-02-11 12:20:37
问题 I'm trying to build a simple side scroller with an airplane being the player. As such, I want to build simple flight controls with simple but realistic-feeling physics. I'm making use of cocos2D and Box2D. I have a basic system working, but just can't get the physics feeling correct. I am applying force to the plane (which is a b2CircleShape ) based on the user's input. So, basically, if the user pushes up, body_->ApplyForce(b2Vec2(10,30), body_->GetPosition()) is called. Similarly, for down

Collision detection / physics for simple game

风流意气都作罢 提交于 2021-02-07 23:11:21
问题 Hi i am currently working on a mini game for class (first time doing something like this) and i dont really know how to start with collision detection at all. Okay the game i'm creating is a top down sumo fighting game on a icy circular arena where you move around gaining momentum and velocity and try to knock each other off to gain points. So far i have the movement acceleration/friction pretty much down and I also have a system to detect when a collision occurs, i just don't know how to

Collision detection / physics for simple game

江枫思渺然 提交于 2021-02-07 23:01:09
问题 Hi i am currently working on a mini game for class (first time doing something like this) and i dont really know how to start with collision detection at all. Okay the game i'm creating is a top down sumo fighting game on a icy circular arena where you move around gaining momentum and velocity and try to knock each other off to gain points. So far i have the movement acceleration/friction pretty much down and I also have a system to detect when a collision occurs, i just don't know how to