Two likely related things here:
1) I can draw a box and add to child from my SKScene impelmentation file with self, self.scene, and myWorld, but not with an SKSprite node's scene property.
SKSpriteNode *bla = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(100, 100)];
[self.scene addChild:bla]; // If I use bla.scene, it doesn't work. self, self.scene, myworld all do work though.
bla.position = CGPointMake(0, 0);
bla.zPosition = 999;
2) I've seen the related questions here and here, but I'm trying to add a joint during gameplay (grabbing a rope). This method gets called after doing some sorting in `didBeginContact:
-(void)monkey:(SKPhysicsBody *)monkeyPhysicsBody didCollideWithRope:(SKPhysicsBody *)ropePhysicsBody atPoint:(CGPoint)contactPoint
{
if (monkeyPhysicsBody.joints.count == 0) {
// Create a new joint between the player and the rope segment
CGPoint convertedRopePosition = [self.scene convertPoint:ropePhysicsBody.node.position fromNode:ropePhysicsBody.node.parent];
SKPhysicsJointPin *jointPin = [SKPhysicsJointPin jointWithBodyA:playerPhysicsBody bodyB:ropePhysicsBody anchor:convertedRopePosition];
jointPin.upperAngleLimit = M_PI/4;
jointPin.shouldEnableLimits = YES;
[self.scene.physicsWorld addJoint:jointPin];
}
}
I've got showPhyiscs
enabled on the scene, so I can see that the joint is ending up in a totally wacky place. Unfortunately, I don't know how to apply the linked solutions since I'm not adding the SKSpriteNodes
in this method, they already exist, so I can't just flip the order of position
and physicsBody
.
I've tried every permutation I could for both of the convertPoint
methods. Nothing worked. My best guess is that physicsWorld
is using some wacky coordinate system.