Game Development Reference
In-Depth Information
minDistance:(CGFloat)min
maxDistance:(CGFloat)max;
// Creating Pivot Joints
+(CCPhysicsJoint*)connectedPivotJointWithBodyA:(CCPhysicsBody*)bodyA
bodyB:(CCPhysicsBody*)bodyB
anchorA:(CGPoint)anchorA;
+(CCPhysicsJoint*)connectedRotarySpringJointWithBodyA:(CCPhysicsBody*)bodyA
bodyB:(CCPhysicsBody*)bodyB
restAngle:(CGFloat)restAngle
stiffness:(CGFloat)stiffness
damping:(CGFloat)damping;
+(CCPhysicsJoint*)connectedMotorJointWithBodyA:(CCPhysicsBody*)bodyA
bodyB:(CCPhysicsBody*)bodyB
rate:(CGFloat)rate;
+(CCPhysicsJoint*)connectedRotaryLimitJointWithBodyA:(CCPhysicsBody*)bodyA
bodyB:(CCPhysicsBody*)bodyB
min:(CGFloat)min
max:(CGFloat)max;
// The only Pivot Joint properties not currently editable
in SpriteBuilder
+(CCPhysicsJoint*)connectedRatchetJointWithBodyA:(CCPhysicsBody*)bodyA
bodyB:(CCPhysicsBody*)bodyB
phase:(CGFloat)phase
ratchet:(CGFloat)ratchet;
What's still missing is to actually call the
SpringBoard
class'
letGo
method. This is
done in the
GameScene
implementation file. Open
GameScene.m
, and add the header im-
port highlighted in
Listing 9-6
.
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