So here's what I came up with.
My only issue with this is that it isn't completely self contained as joints must be added to the physics world outside of the class - simple enough as you'll see using two lines of code.
Editing my answer. The suspension requires the wheels to be attached to a sliding body versus attaching the wheels via the slide joint. Doing the former allows wheels to rotate. The latter does not.
Update: I've unmarked this as the answer. Reason being is that, while it runs fine on the simulator, I receive the following error when I attempt to run it on my iPad (running iOS7). When I remove my vehicle class and place one of the vehicle's components that use that UIColor method into my main scene, the error is not thrown.
UICachedDeviceWhiteColor addObject:]: unrecognized selector sent to instance 0x15e21360
2013-12-14 22:44:19.790 SKTestCase[1401:60b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UICachedDeviceWhiteColor addObject:]: unrecognized selector sent to instance
For some reason, I no longer receive the UICashed... error (yes, vehicle is still a class) Now I receive:
-[PKPhysicsJointWeld name]: unrecognized selector sent to instance 0x1464f810
2013-12-15 15:28:24.081 MTC[1747:60b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[PKPhysicsJointWeld name]: unrecognized selector sent to instance 0x1464f810'
*** First throw call stack:
(0x30eaff53 0x3b5186af 0x30eb38e7 0x30eb21d3 0x30e01598 0x3352837d 0x335284d5 0x33527b97 0x33525ca5 0x87385 0x335064f5 0x87ccb 0x33620fe1 0x332aa24b 0x332a5a5b 0x332d4b7d 0x3369e39b 0x3369ca03 0x3369bc53 0x3369bbdb 0x3369bb73 0x33694681 0x3362703f 0x3369b8c1 0x3369b38d 0x3362c21d 0x33629763 0x33694a55 0x33691811 0x3368bd13 0x336266a7 0x336259a9 0x3368b4fd 0x35ab270d 0x35ab22f7 0x30e7a9e7 0x30e7a983 0x30e79157 0x30de3ce7 0x30de3acb 0x3368a799 0x33685a41 0x8a52d 0x3ba20ab7)
libc++abi.dylib: terminating with uncaught exception of type NSException
Vehicle.h:
#import <SpriteKit/SpriteKit.h>
@interface Vehicle : SKNode
@property (nonatomic,assign) NSMutableArray *joints;
@property (nonatomic) SKSpriteNode *leftWheel;
@property (nonatomic) SKSpriteNode *ctop;
-(id)initWithPosition:(CGPoint)pos;
@end
Vehicle.m
#import "Vehicle.h"
@implementation Vehicle
- (SKSpriteNode*) makeWheel
{
SKSpriteNode *wheel = [SKSpriteNode spriteNodeWithImageNamed:@"wheel.png"];
// wheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:wheel.size.width/2];
return wheel;
}
-(id)initWithPosition:(CGPoint)pos {
if (self = [super init]) {
_joints = [NSMutableArray array];
int wheelOffsetY = 60;
CGFloat damping = 1;
CGFloat frequency = 4;
SKSpriteNode *chassis = [SKSpriteNode spriteNodeWithColor:[UIColor whiteColor] size:CGSizeMake(120, 8)];
chassis.position = pos;
chassis.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:chassis.size];
[self addChild:chassis];
_ctop = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:CGSizeMake(70, 16)];
_ctop.position = CGPointMake(chassis.position.x+20, chassis.position.y+12);
_ctop.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_ctop.size];
[self addChild:_ctop];
SKPhysicsJointFixed *cJoint = [SKPhysicsJointFixed jointWithBodyA:chassis.physicsBody
bodyB:_ctop.physicsBody
anchor:CGPointMake(_ctop.position.x, _ctop.position.y)];
_leftWheel = [self makeWheel];
_leftWheel.position = CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y - wheelOffsetY); //Always set position before physicsBody
_leftWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_leftWheel.size.width/2];
_leftWheel.physicsBody.allowsRotation = YES;
[self addChild:_leftWheel];
SKSpriteNode *rightWheel = [self makeWheel];
rightWheel.position = CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y - wheelOffsetY);
rightWheel.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:rightWheel.size.width/2];
rightWheel.physicsBody.allowsRotation = YES;
[self addChild:rightWheel];
//------------- LEFT SUSPENSION ----------------------------------------------------------------------------------------------- //
SKSpriteNode *leftShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)];
leftShockPost.position = CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y - leftShockPost.size.height/2);
leftShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:leftShockPost.size];
[self addChild:leftShockPost];
SKPhysicsJointSliding *leftSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody
bodyB:leftShockPost.physicsBody
anchor:CGPointMake(leftShockPost.position.x, leftShockPost.position.y)
axis:CGVectorMake(0, 1)];
leftSlide.shouldEnableLimits = TRUE;
leftSlide.lowerDistanceLimit = 5;
leftSlide.upperDistanceLimit = wheelOffsetY;
SKPhysicsJointSpring *leftSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:_leftWheel.physicsBody
anchorA:CGPointMake(chassis.position.x - chassis.size.width / 2, chassis.position.y)
anchorB:_leftWheel.position];
leftSpring.damping = damping;
leftSpring.frequency = frequency;
SKPhysicsJointPin *lPin = [SKPhysicsJointPin jointWithBodyA:leftShockPost.physicsBody bodyB:_leftWheel.physicsBody anchor:_leftWheel.position];
//------------- RIGHT SUSPENSION ----------------------------------------------------------------------------------------------- //
SKSpriteNode *rightShockPost = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(7, wheelOffsetY)];
rightShockPost.position = CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y - rightShockPost.size.height/2);
rightShockPost.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rightShockPost.size];
[self addChild:rightShockPost];
SKPhysicsJointSliding *rightSlide = [SKPhysicsJointSliding jointWithBodyA:chassis.physicsBody
bodyB:rightShockPost.physicsBody
anchor:CGPointMake(rightShockPost.position.x, rightShockPost.position.y)
axis:CGVectorMake(0, 1)];
rightSlide.shouldEnableLimits = TRUE;
rightSlide.lowerDistanceLimit = 5;
rightSlide.upperDistanceLimit = wheelOffsetY;
SKPhysicsJointSpring *rightSpring = [SKPhysicsJointSpring jointWithBodyA:chassis.physicsBody bodyB:rightWheel.physicsBody
anchorA:CGPointMake(chassis.position.x + chassis.size.width / 2, chassis.position.y)
anchorB:rightWheel.position];
rightSpring.damping = damping;
rightSpring.frequency = frequency;
SKPhysicsJointPin *rPin = [SKPhysicsJointPin jointWithBodyA:rightShockPost.physicsBody bodyB:rightWheel.physicsBody anchor:rightWheel.position];
// Add all joints to the array.
[_joints addObject:cJoint];
[_joints addObject:leftSlide];
[_joints addObject:leftSpring];
[_joints addObject:lPin];
[_joints addObject:rightSlide];
[_joints addObject:rightSpring];
[_joints addObject:rPin];
}
return self;
}
@end
MyScene.m:
#import "MyScene.h"
#import "Vehicle.h"
@implementation MyScene {
Vehicle *car;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:CGRectMake(0, 0, self.size.width, self.size.height)];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
car = [[Vehicle alloc] initWithPosition:location];
[self addChild:car];
// Add joints to scene's physics world
for (SKPhysicsJoint *j in car.joints) {
[self.physicsWorld addJoint:j];
}
}
}