I am trying to create a mario style rotating platform that stays horizontal.
What I have done so far is create a simple class for this for testing purposes.
class PlatformRound: SKNode {
let platform: Platform
// MARK: - Init
init(barSize: CGSize, color: SKColor, pos: CGPoint) {
/// Base
let base = SKShapeNode(circleOfRadius: 6)
//base.name = Platform.Name.normal
base.fillColor = SKColor.darkGrayColor()
base.strokeColor = base.fillColor
base.position = pos
let rotatingAction = SKAction.rotateByAngle(CGFloat(-M_PI), duration: 8)
base.runAction(SKAction.repeatActionForever(rotatingAction))
/// Bar
let bar = Platform(size: barSize, color: color, pos: CGPointMake(0, 0 - (barSize.height / 2)), ofType: .Normal)
bar.zPosition = -200
/// Platform that supposed to stay horizontal
let platformSize = CGSizeMake(40, GameplayConfig.World.platformHeight)
let platformPos = CGPointMake(0, 0 - (bar.size.height / 2))
platform = Platform(size: platformSize, color: color, pos: platformPos, ofType: .Normal)
super.init()
addChild(base)
base.addChild(bar)
bar.addChild(platform)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
I am creating a roundBase that I can rotate. I than create a bar that goes down from the base, that is added to the base node. Finally I create the platform that is supposed to stay horizontal at all times. I am using another Platform subclass to create the bar and platform, but they are not relevant to this question.
How can I make the platform stay horizontal. I tried the following which didnt work.
1) In update in my gameScene I constantly update the platform position or zRotation
platformRound.platform.zRotation = ...
2) Create a zRotation property that gets set once the platform is added and than use that property to constantly update the zRotation.
3) Tried playing around with physicsJoints
Im sure there is a easy way that I am missing. I would appreciate any help.
This should work:
class GameScene: SKScene{
override func didMoveToView(view: SKView) {
backgroundColor = .blackColor()
let centerSprite = SKSpriteNode(color: .whiteColor(), size: CGSize(width: 10, height: 10))
centerSprite.zPosition = 3
let platform = SKSpriteNode(color: .orangeColor(), size: CGSize(width: 70, height: 20))
platform.zPosition = 2
platform.name = "platform"
let container = SKNode()
container.position = CGPoint(x: frame.midX, y: frame.midY)
container.addChild(centerSprite) //Just for debugging
container.addChild(platform)
let radius = 120
let chain = SKSpriteNode(color: .grayColor(), size: CGSize(width: 3, height: radius))
chain.position = CGPoint(x: 0, y: radius/2)
container.addChild(chain)
platform.position = CGPoint(x: 0, y: radius)
let rotatingAction = SKAction.rotateByAngle(CGFloat(-M_PI), duration: 8)
container.runAction(SKAction.repeatActionForever(rotatingAction), withKey: "rotating")
addChild(container)
}
override func didEvaluateActions() {
self.enumerateChildNodesWithName("//platform") { node,stop in
if let parent = node.parent{
node.zRotation = -parent.zRotation
}
}
}
}
What I did, is that I have added platform node into container node and applied rotation to that container. Later on, in didEvaluateActions
I've adjusted the rotation of platform (to have a negative value of its parent's zRotation). And that's it.
Here is the result of what I am seeing:
The adjusting is needed, because otherwise the platform will end-up rotating along with its parent (notice how white, center sprite is being rotated along with container node).