Game Development Reference
In-Depth Information
-(void)createSlidingJointOnScene:(SKScene*)scene {
//Adding Rectangle
SKSpriteNode* backBone = [[SKSpriteNode alloc]
initWithColor:[UIColor whiteColor]
size:CGSizeMake(20, 200)];
backBone.position =
CGPointMake(CGRectGetWidth(self.frame)/2.0,
CGRectGetHeight(self.frame)/2.0);
backBone.physicsBody = [SKPhysicsBody
bodyWithRectangleOfSize:backBone.size];
backBone.physicsBody.categoryBitMask =
GFPhysicsCategoryRectangle;
backBone.physicsBody.collisionBitMask =
GFPhysicsCategoryWorld;
backBone.physicsBody.affectedByGravity = NO;
backBone.physicsBody.allowsRotation = NO;
[scene addChild:backBone];
//Adding Square
SKSpriteNode* head = [[SKSpriteNode alloc]
initWithColor:[SKColor grayColor] size:CGSizeMake(40,
40)];
head.position = CGPointMake(backBone.position.x,
backBone.position.y-40);
head.physicsBody = [SKPhysicsBody
bodyWithRectangleOfSize:head.size];
head.physicsBody.categoryBitMask =
GFPhysicsCategorySquare;
head.physicsBody.collisionBitMask =
GFPhysicsCategoryWorld;
[scene addChild:head];
//Pinning Rectangle and Square
NSLog(@"Head position %@",
NSStringFromCGPoint(head.position));
SKPhysicsJointSliding* pin
=[SKPhysicsJointSliding
jointWithBodyA:backBone.physicsBody
bodyB:head.physicsBody anchor:head.position
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