Var codeImgName = document. Cocos2d v3.0 - Using Physics Editor with animations Ask Question Asked 8 years, 10 months ago Modified 8 years, 10 months ago Viewed 606 times 1 I am trying to use Physics Editor to create custom physics for my sprites, which are animated. PathContext.clearRect(0, 0, pathCanvas.width, pathCanvas.height) Ĭonsole.log('Dropped file is not image format') SpriteContext.drawImage(image, 0, 0, image.width, image.height) SpriteContext.clearRect(0, 0, spriteCanvas.width, spriteCanvas.height) Var pathContext = pathCanvas.getContext('2d') Var pathCanvas = document.getElementById('path') Each scene is composed of an arbitrary number of layers layers take care of drawing to the screen (using the pyglet and OpenGL APIs), handling events. It provides you with a director (a singleton) which handles that workflow between scenes. SpriteContext.fillText('Drop Sprite Image Here', 400, 50) A cocos2d application consists of several scenes, and a workflow connecting the different scenes. Var spriteContext = spriteCanvas.getContext('2d') Var spriteCanvas = document.getElementById('sprite') SKSpriteNode *sprite = [SKSpriteNode offsetX = * ĬGFloat offsetY = * ĬGMutablePathRef path = CGPathCreateMutable() Retina? (please check before declaring path) Please use Chrome for best compatibility as I have not tested on other browsers. The points are specified relative to the owning node’s origin. Path need to be as a convex polygonal path with counterclockwise winding and no self intersections. Start drawing path by clicking on coordinates. Want to use easier way like me? Here with a small helper for easier path drawing, hope it help others too.ĭrag and drop the sprite image into drop zone. SpriteKit Tools - SKPhysicsBody Path Generator Does anyone know a solution that will allow to define CGPath's easily or maybe even auto-generate them from png images with alpha channel? Although auto-generation feature from my experience would need optimization, because the body shapes should be as simple as possible when textures could have more complicated shapes. collision shapes to every game object using the build in physics editor. that I don't need and I can't use with SpriteKit. With full support for SpriteKit, Cocos2d, Cocos2d-X you can now build 2d games. It was made for cocos2d and it does a lot of things like texture packing etc. There is a SpriteHelper application that allows you to define body shape within easy-to-use visual editor, but this app can't export paths that could be used here. Unfortunately it's time consuming task to generate such paths manually, and it could be problematic when testing. SpriteKit allows to create such bodies with that method: + (SKPhysicsBody *)bodyWithPolygonFromPath:(CGPathRef)path I would like to have a volume based physical bodies with polygon-type shapes. This is because we reset the nodes position to its initial position after the shake completes. To achieve this schedule, we need to create an SKAction calling for a method waitForDuration. The shake method in the accepted answer has a caveat - it can only be applied to nodes that do not have their x,y coordinates being modified by other running SKActions. Unfortunately, Apple did not add a similar method to SpriteKit, but it is easy to create a similar one using SKActions. I wonder if there is a tool that could be used for easy generation of complex physics bodies in SpriteKit. One great method that we had to do this with Cocos2D was schedule:interval.
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