Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
menu search
person
Welcome To Ask or Share your Answers For Others

Categories

I did it with SKSpritenode

 func AddTopTriangels() {

        TopTriangel = SKSpriteNode(imageNamed:"Top-Triangels.png")
        TopTriangel.position = CGPointMake(frame.size.width/2, frame.size.height/2 + 370)
        TopTriangel.size = CGSize.init(width: 440, height: 35)
        addChild(TopTriangel)
    }

But i want to create it with SKShapenode , how i can do it?

enter image description here

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
184 views
Welcome To Ask or Share your Answers For Others

1 Answer

You should create SKSpriteNode as you did in the question and just attach physic body to it with triangle shape:

    var trianglePath = CGPathCreateMutable()
    CGPathMoveToPoint(trianglePath, nil, -TopTriangel.size.width/2, -TopTriangel.size.height/2)
    CGPathAddLineToPoint(trianglePath, nil, TopTriangel.size.width/2, -TopTriangel.size.height/2)
    CGPathAddLineToPoint(trianglePath, nil, 0, TopTriangel.size.height/2)
    CGPathAddLineToPoint(trianglePath, nil, -TopTriangel.size.width/2, -TopTriangel.size.height/2)
    TopTriangel.physicsBody = SKPhysicsBody(polygonFromPath: trianglePath)

You can add this line:

sceneView.showsPhysics = true

to make sure the shape match your image (SKSpriteNode), just remember to remove it after debugging.


与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
thumb_up_alt 0 like thumb_down_alt 0 dislike
Welcome to ShenZhenJia Knowledge Sharing Community for programmer and developer-Open, Learning and Share
...