SpriteKit SKPhysicsBody applyTorque causes sprite position to change - ios

I have an interesting problem. I create an SKSpriteNode with associated physics body.
SKTexture *shipTexture = [SKTexture textureWithImageNamed:#"Spaceship"];
self.heroSpriteNode = [HeroSpriteNode spriteNodeWithTexture:shipTexture size:CGSizeMake(40, 35.2)];
self.heroSpriteNode.physicsBody = [SKPhysicsBody bodyWithTexture:shipTexture size:CGSizeMake(40, 35.2)];
self.heroSpriteNode.physicsBody.dynamic = YES;
self.heroSpriteNode.physicsBody.mass = 1000.0;
self.heroSpriteNode.physicsBody.affectedByGravity = NO;
self.heroSpriteNode.physicsBody.allowsRotation = YES;
self.heroSpriteNode.physicsBody.angularDamping = 0.5;
self.heroSpriteNode.anchorPoint = CGPointMake(0.5,0.5);
self.heroSpriteNode.physicsBody.categoryBitMask = heroCategory;
self.heroSpriteNode.physicsBody.contactTestBitMask = groundCategory;
self.heroSpriteNode.physicsBody.collisionBitMask = groundCategory | edgeCategory;
The Scene itself has no gravity.
In the update routine I call applyTorque: to the physics body.
-(void) updateWithDeltaTime:(NSTimeInterval)seconds
{
CGFloat rotateTorque = self.rotateRate;
switch (self.rotateForceApplied)
{
case leftForceApplied:
break;
case rightForceApplied:
rotateTorque = -1.0 * rotateTorque;
break;
case zeroForceApplied: // separate from default in case behavior should change
rotateTorque = 0.0;
break;
default:
rotateTorque = 0.0;
break;
}
NSLog(#"before physics position: x %f, y %f", self.heroSpriteNode.position.x, self.heroSpriteNode.position.y);
[self.heroSpriteNode.physicsBody applyTorque:rotateTorque];
NSLog(#"after physics position: x %f, y %f", self.heroSpriteNode.position.x, self.heroSpriteNode.position.y);
}
The sprite rotates and appears to rotate in place. What it is actually doing is rotating around a center point (so no net lateral movement). This is seen by logging the sprite position before and after applying the torque. No other actions are being applied to the physics body. The movement in position is about 9 points in each direction at most.
Because the camera is pinned by constraints to the "hero" sprite, and the world moves with the camera (the centerOnNode: sample code), this causes the whole world to move in a circular pattern as the sprite spins. The world itself does not spin but moves at the same rate in a circular pattern with the spinning.
With the sprite anchorPoint being 0.5, 0.5 I would think it should rotate around a center point which should not change the position of the sprite.
What would I being doing wrong with this?
If it matters this is on iOS9, Xcode7, running on device not in the simulator. (The iOS9 SpriteKit documentation is publicly available on Apple's website, as is a public beta of iOS9 itself so this should not be breaking any NDA, and I don't think anything here is iOS9 specific anyway)

Sprite Kit is a physics engine that attempts to mimic characteristics of objects in the real world, so you should expect an object with a physics body in the simulation to behave as they would in nature. In this case, you are rotating a non-uniform physics body that may rotate non-uniformly and, possibly, move over time (unless the body is rotating about its center of mass). If you change the physics body to a circle, the sprite should rotate uniformly and should remain at a fixed location.

Related

Stopping bounce when repeatedly jumping in spritekit

I have a player character and a ground tile. On both physics bodies, I have restitution set to 0.
To jump, I directly set the velocity.dy of the player. When the player comes back to the ground due to gravity, for the most part it works, or seems to.
Problems occur when I repeatedly jump. If I jump right as the player lands, there's some bounce and the height the player reaches on the next bounce doesn't always match the initial bounce.
I've tried various ways to force the velocity.dy to 0 when the user lands, but nothing fixes the weird jumping issue. How can I properly and smoothly have a consistent physics jump?
Honestly, I am not sure what you are trying to accomplish. Normally we shouldn't mess with velocities of objects. In a typical Spritekit game, we must treat it like a "real world" situation and generally apply force or impulse on the object.
I suspect you are trying to make a Mario-like game. All you have to do is apply a big enough gravity to the physicsworld and apply impulse on the sprite to jump (on touchesBegan delegate).
Just now I went ahead and made a simple mario jump scenario in Spritekit. And this is what I ended up with by setting gravity -30 for the y-component and impulse y=100 on the mario sprite. (Frame rate is bad. Looks better on simulator/device)
PhysicsWorld setup:
[self.physicsWorld setGravity:CGVectorMake(0, -30)];
self.physicsWorld.contactDelegate = self;
Mario and platform sprite setup code:
SKSpriteNode *platform = [SKSpriteNode spriteNodeWithImageNamed:#"platform"];
platform.position = CGPointMake(view.frame.size.width/2.0,0);
platform.name = #"platform";
platform.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:platform.frame.size];
platform.physicsBody.categoryBitMask = platformCategory;
platform.physicsBody.dynamic = NO;
platform.physicsBody.usesPreciseCollisionDetection = YES;
platform.physicsBody.affectedByGravity = NO;
[self addChild:platform];
SKSpriteNode *mario = [SKSpriteNode spriteNodeWithImageNamed:#"mario"];
mario.position = CGPointMake(view.frame.size.width/2.0, 400);
mario.name = #"mario";
mario.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:mario.frame.size];
mario.physicsBody.categoryBitMask = marioCategory;
mario.physicsBody.dynamic = YES;
mario.physicsBody.usesPreciseCollisionDetection = YES;
mario.physicsBody.contactTestBitMask = platformCategory;
mario.physicsBody.affectedByGravity = YES;
[self addChild:mario];
touchesBegan:
SKSpriteNode *mario = (SKSpriteNode*)[self childNodeWithName:#"mario"];
[mario.physicsBody applyImpulse:CGVectorMake(0, 100)];

SpriteNode from class not rotating correctly in Scene

I have a Class with a SpriteNode that rotates very wide, when rotated within the main Scene(as if the anchor point is in the middle of the screen and the Sprite is rotating around it). I want it to rotate around the anchor point of itself in the main Scene(anchor point on the Sprite).
So in the Class i have something like the following
- (void)createChainWithPos:(CGPoint)pos {
SKTexture *myTex...
SKTexture *myTex2...
SKSpriteNode *chainFront = [SKSpriteNode spriteWithTexture:myTex];
chainFront.position = pos;
chainFront.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:mytex.size];
[self addChild:chainFront];
[_chainParts addObject:chainFront];
SKSpriteNode *chainSide = [SKSpriteNode spriteWithTexture:myTex2];
chainSide.position = CGPointMake(chainFront.position.x, chainFront.position.y - chainSide.size.height + 6);
chainSide.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:myTex2.size;
[self addChild:chainSide];
[_chainParts addObject:chainSide];
}
I have an loop creating the chain parts in the main file but couldn't get it rotate so stripped it down in an new project. There is actually 4 chain parts but i only did two. The other two are just mirrors of the ones above with their positions mirroring the chainSide.(to position them in a chain like fashion)
and in the Scene
self.chain1 = [chain node];
[self.chain1 createChainWithPos:CGPointMake(self.size.width/2, self.size.height/2);
self.chain1.zRotation = 3.14/4;
[self addChild:self.chain1];
I have a NSMutableArray in the chain class header that i use to hold the chains.
the physics joints
for (int i = 1; i < self.chain1.chainParts.count; i++ {
SKSpriteNode *nodeA = [[self.chain1 chainParts]objectAtindex:i-1];
SKSpriteNode *nodeB = [[self.chain1 chainParts]objectAtindex:i];
SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:nodeA.physicsBody
bodyB:nodeB.physicsBody
anchor:CGPointMake(CGRectGetMidX(nodeA.frame), CGRectGetMinY(nodeA.Frame))];
}
I found that if i set the position of the chain in the middle in the Class, it rotates correctly in the Scene. However, the physics joints just start moving randomly across the screen and isn't correct to the anchor points set. (the physics joints are set in the Scene)
I don't know if i have to convert the coordinates or play with random anchor point positions , but if someone could shed some light if would be greatly appreciated.
You do not want to use the nodes frame, you want to use the nodes size, the frame mid is the screen coordinate + the fitted node size / 2, you want the middle of your sprite only, also for pi / 4 use M_PI_4

Set permanent SKSpritenode image orientation

Hi I have a bunch of round SKSpriteNodes with a circle physical body. Now when these balls roll down a path I want some of these SKSpritenodes image to stay upright even when rolling. So think of an arrow pointing upwards. When the ball starts rolling the arrow spins in circles. But for some balls Id like the arrow to remain pointing up even when the ball rolls. Whats the best way of doing this?
Edit
So an answer was given but from testing it turns out it is not the correct one. Not allowing the ball to rotate affects the way it rolls down the path. So I guess what I want is rotation to be on but the image to always appear to the user like its not rotating. Thanks.
This looks like a job for SupermSKConstraint. Constraints are evaluated and applied after the physics simulation runs on each frame, so you can use them for tasks like making a node point a certain direction regardless of what physics does to it. For this, you'd want a zRotation constraint.
But there's a bit more to it than that. If you set a zero-rotation constraint on the ball:
// Swift
let constraint = SKConstraint.zRotation(SKRange(constantValue: 0))
ball.constraints = [constraint]
You'll find that SpriteKit resets the physics body's transform every frame due to the constraint, so it only sort-of behaves like it's rolling. Probably not what you want. (To get a better idea what's going on here, try adding a zero-rotation constraint to a rectangular physics body in a world without gravity, applying an angular impulse to it, and watching it try to spin in a view with showsPhysics turned on. You'll see the sprite and its physics body get out of sync and shake a bit -- probably due to accumulated rounding errors as the physics engine and the constraint engine fight it out.)
Instead, you can do a bit of what's in 0x141E's answer, but use constraints to make it less code (and run more efficiently):
Give the ball node a circular physics body. (And possibly no texture, if the only art you want for the ball is a non-rotating sprite.)
Add the arrow node as a child of the ball node. (It doesn't need its own physics body.)
Put a zero-rotation constraint on the arrow.
Wait, that doesn't work -- I told the arrow to not rotate, but it's still spinning?! Remember that child nodes are positioned (and rotated and scaled) relative to their parent node. So the arrow isn't spinning relative to the ball, but the ball is spinning. Don't worry, you can still solve this with a constraint:
Tell the constraint to operate relative to the node containing the ball (probably the scene).
Now the constraint will keep the arrow in place while allowing the ball to rotate however the physics simulation wants it to.
Here's some test code to illustrate:
// Step 1: A rectangular spinner so we can see the rotation
// more easily than with a ball
let spinner = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 300, height: 20))
spinner.position.x = scene.frame.midX
spinner.position.y = scene.frame.midY
spinner.physicsBody = SKPhysicsBody(rectangleOfSize: spinner.size)
scene.addChild(spinner)
spinner.physicsBody?.applyAngularImpulse(0.1) // wheeeeee
// Step 2: Make the arrow a child of the spinner
let arrow = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width: 20, height: 50))
spinner.addChild(arrow)
// Step 3: Constrain the arrow's rotation...
let constraint = SKConstraint.zRotation(SKRange(constantValue: 0))
arrow.constraints = [constraint]
// Step 4: ...relative to the scene, instead of to its parent
constraint.referenceNode = scene
Here are two methods to create a ball with a physics body and an arrow:
Add an arrow as a child of a ball
Add both the ball and the arrow directly to the scene
Here's what will happen when you add the above to the SpriteKit simulation:
The arrow will rotate when the ball rotates
Both the arrow and the ball will move/rotate independently
If you want the arrow to rotate with the ball, choose Option 1. If you want the arrow to remain fixed, choose Option 2. If you choose Option 2, you will need to adjust the rotation of the arrow to ensure that it points upward. Here's an example of how to do that.
-(void)didMoveToView:(SKView *)view {
self.scaleMode = SKSceneScaleModeResizeFill;
/* Create an edge around the scene */
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:view.frame];
// Show outline of all physics bodies
self.view.showsPhysics = YES;
CGFloat radius = 16;
SKNode *balls = [SKNode node];
balls.name = #"balls";
[self addChild:balls];
// Create 5 balls with stationary arrows
for (int i = 0;i<5;i++) {
// Create a shape node with a circular physics body. If you are targeting iOS 8,
// you have other options to create circular node. You can also create an SKSpriteNode
// with a texture
SKShapeNode *ball = [SKShapeNode node];
// Create a CGPath that is centered
ball.path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(-radius,-radius,radius*2,radius*2)].CGPath;
ball.fillColor = [SKColor whiteColor];
ball.position = CGPointMake(100, 100+i*radius*2);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:radius];
[balls addChild:ball];
// Create an arrow node
CGSize size = CGSizeMake(2, radius*2);
SKSpriteNode *arrow = [SKSpriteNode spriteNodeWithColor:[SKColor blackColor] size:size];
arrow.name = #"arrow";
arrow.position = CGPointZero;
[ball addChild:arrow];
// Apply angular impulse to the ball so it spins when it hits the floor
[ball.physicsBody applyAngularImpulse:-1];
}
}
- (void) didSimulatePhysics
{
SKNode *balls = [self childNodeWithName:#"balls"];
for (SKNode *ball in balls.children) {
SKNode *arrow = [ball childNodeWithName:#"arrow"];
arrow.zRotation = -ball.zRotation;
}
}
sprite.physicsBody.allowsRotation = NO;
The allowRotation property should control exactly what you are asking.

Sprite Kit - Changing SKShapeNode's anchor point doesn't change SKPhysicalBody position

I changed the anchor point of my SKSpriteNode, but it seems that the SKPhysicalBody is not correct.
Without setting the anchor point of my sprite, it would appear out of the screen by a little, using anchor point fixed this problem.
But after setting the anchor point, the physical body is still at the previous location (before changing the anchor point)
func addGround() {
let gSize = CGSizeMake(self.size.width/4*3, 120);
let ground = SKSpriteNode(color: SKColor.brownColor(), size: gSize);
ground.name = gName;
ground.anchorPoint = CGPointZero
ground.position = CGPointMake(0, 0);
ground.physicsBody = SKPhysicsBody(rectangleOfSize: ground.size);
ground.physicsBody.restitution = 0.0;
ground.physicsBody.friction = 0.0;
ground.physicsBody.angularDamping = 0.0;
ground.physicsBody.linearDamping = 0.0;
ground.physicsBody.allowsRotation = false;
ground.physicsBody.usesPreciseCollisionDetection = true; //accurate collision
ground.physicsBody.affectedByGravity = false;
ground.physicsBody.dynamic = false;
ground.physicsBody.categoryBitMask = gBitmask;
ground.physicsBody.collisionBitMask = pBitmask;
}
The box is drawn correctly, but enabling skView.showPhysics showed me that the physical body is still not correct.
The left side is the physics body for the box seen in the middle of the screen....
The physics body is diagonally down towards the left side.
The anchorPoint is the position of the texture relative to the node's position. In other words, changing the anchorPoint changes where the texture is drawn relative to the sprite's position.
As such, the physics body shape is unaffected by changes to the anchorPoint since the node's position remains unaffected.
Note that on 4" iPhones your ground body's size would be 426x120 extending from the bottom left corner of the screen (assuming the scene's position is 0,0).
Also note that there is a small threshold around collision shapes which prevent them from lining up exactly, there may be a small gap if you use the exact same size as the images. Therefore you may need to make the shapes a little bit smaller.

SKPhysicBody In the Wrong position

I am creating a simple Sprite Kit game however when i am adding the PhysicsBody to one of my sprites it seems to be going in the wrong position. i know that it is in the wrong position as i have have set
skView.showsPhysics = YES;
and it is showing up in the wrong position.
The Square in the bottom corner is the physics body for the first semicircle. I am using a square at the moment just for testing purposes.
My app includes view following and follows my main sprite when it moves. I implemented this by following apples documentation and creating a 'myworld' node and creating all other nodes from that node.
myWorld = [SKNode node];
[self addChild:myWorld];
semicircle = [SKSpriteNode spriteNodeWithImageNamed:#"SEMICRICLE.png"];
semicircle.size = CGSizeMake(semicircle.frame.size.width/10, semicircle.frame.size.height/10);
semicircle.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:semicircle.frame.size];
semicircle.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
semicircle.physicsBody.dynamic = YES;
semicircle.physicsBody.collisionBitMask = 0;
semicircle.name = #"semicircle";
[myWorld addChild:semicircle];
To centre on the node I call these methods
- (void)didSimulatePhysics
{
[self centerOnNode: [self childNodeWithName: #"//mainball"]];
}
- (void) centerOnNode: (SKNode *) node
{
CGPoint cameraPositionInScene = [node.scene convertPoint:node.position fromNode:node.parent];
node.parent.position = CGPointMake(node.parent.position.x - cameraPositionInScene.x, node.parent.position.y - cameraPositionInScene.y);
}
I don't know if the my world thing makes any difference to the SkPhysics body...
SKPhysicsBody starts at coordinates 0,0 which is at the bottom left hand corner. If you make the area smaller, as you did by width/10 and height/10, you decrease the size but from the bottom left.
I think what you are looking for is bodyWithRectangleOfSize:center: which allows you to manually set the center from which you base your physics body area on.
Update:
Based on what I understand, your smallest semi circle pic size is the same as the screen size. I would suggest you modify the image size to something like the example I have. You can then set the sprite's position as required and set the physics body to the half of the image containing your semi circle.
Your centerOnNode call should be put in the didEvaluateActions function instead of the didSimulatePhysics function. This is because you need to move the world before the physics are drawn so that they stay in sync. Similar question found here: https://stackoverflow.com/a/24804793/5062806

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