Reputation: 381
I am using bodyWithPolygonFromPath
to define the volume of a physics body, and I used http://dazchong.com/spritekit/ to get the paths required. But the path does not seem correct and I wish to see the borderline of the physics body path to see if the shape is correct.
Is there any way to see the physics body's borderline?
I tried the following code, but it doesn't work.
ship = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship"];
CGFloat offsetX = ship.frame.size.width * ship.anchorPoint.x;
CGFloat offsetY = ship.frame.size.height * ship.anchorPoint.y;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 50 - offsetX, 110 - offsetY);
CGPathAddLineToPoint(path, NULL, 18 - offsetX, 16 - offsetY);
CGPathAddLineToPoint(path, NULL, 140 - offsetX, 15 - offsetY);
CGPathCloseSubpath(path);
SKShapeNode *yourline = [SKShapeNode node];
yourline.name = @"yourline";
yourline.path = path;
[yourline setStrokeColor:[UIColor redColor]];
[self addChild:yourline];
ship.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path];
ship.zRotation = - M_PI / 2;
Upvotes: 31
Views: 13661
Reputation: 6113
In GameViewController.swift
, add this line:
override func viewDidLoad() {
...
if let view = self.view as? SKView {
...
view.showsPhysics = true // <--- add this line
}
}
Upvotes: 5
Reputation: 1394
SpriteKit provides a built-in feature that draws light-blue borders around all of your physics bodies.
Include the showsPhysics
debug option when you instantiate your SpriteView
:
var body: some View {
let scene = SKScene(fileNamed: "MyScene")!
SpriteView(scene: scene, debugOptions: [.showsPhysics]) // <-- HERE
}
Here's the documentation for all the debug options, which also include useful features like showsFPS
and showsNodeCount
.
In your view controller's viewDidLoad
, enable the showsPhysics
property of your SKView
:
override func viewDidLoad() {
super.viewDidLoad()
let skView = self.view as! SKView
skView.showsPhysics = true // <-- HERE
}
In your view controller's viewDidLoad
, enable the showsPhysics
property of your SKView
:
- (void)viewDidLoad {
[super viewDidLoad];
SKView *skView = (SKView*)self.view;
skView.showsPhysics = YES; // <-- HERE
}
Upvotes: 2
Reputation: 1614
In your ViewController.m find this code
SKView *skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
After the last line add
skView.showsPhysics = YES;
Build and Run and you should see all the physics Body borderline
i noticed that you add the shapeNode to self instead of the spriteNode so try the following
SKSpriteNode *ship = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship"];
CGFloat offsetX = ship.frame.size.width * ship.anchorPoint.x;
CGFloat offsetY = ship.frame.size.height * ship.anchorPoint.y;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 50 - offsetX, 110 - offsetY);
CGPathAddLineToPoint(path, NULL, 18 - offsetX, 16 - offsetY);
CGPathAddLineToPoint(path, NULL, 140 - offsetX, 15 - offsetY);
CGPathCloseSubpath(path);
ship.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path];
[self addChild:ship];
SKShapeNode *shape = [SKShapeNode node];
shape.path = path;
shape.strokeColor = [SKColor colorWithRed:1.0 green:0 blue:0 alpha:0.5];
shape.lineWidth = 1.0;
[ship addChild:shape];
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.showsPhysics = true
And if you want a custom borderline
let ship = SKSpriteNode(imageNamed: "Spaceship")
let offsetX = ship.frame.size.width * ship.anchorPoint.x
let offsetY = ship.frame.size.height * ship.anchorPoint.y
let path = CGPathCreateMutable()
CGPathMoveToPoint(path, nil, 50 - offsetX, 110 - offsetY)
CGPathAddLineToPoint(path, nil, 18 - offsetX, 16 - offsetY)
CGPathAddLineToPoint(path, nil, 140 - offsetX, 15 - offsetY)
CGPathCloseSubpath(path)
ship.physicsBody = SKPhysicsBody(polygonFromPath: path)
addChild(ship)
let shape = SKShapeNode()
shape.path = path
shape.strokeColor = SKColor(red: 1.0, green: 0, blue: 0, alpha: 0.5)
shape.lineWidth = 1.0
addChild(shape)
Already tested :]
Good Luck!!
Upvotes: 70
Reputation: 71
I know this is a bit late, but I thought you might be interested in my new tool which automatically creates a path around the sprite image (so you don't have to manually click on the points yourself), and then you can adjust various settings to better suit your requirements. The tool also outputs both Objective C and Swift program code for adding the path to a sprite physics body. Hope it's helpful to some people. Thanks:
http://www.radicalphase.com/pathgen/
Upvotes: 1
Reputation: 16298
This will add a red line shape on top of your node. Use same path as you defined for the physics body of your node.
+(void)debugPath:(CGPathRef)path onNode:(SKNode*)node {
SKShapeNode *yourline = [SKShapeNode node];
yourline.name = @"yourline";
yourline.path = path;
[yourline setStrokeColor:[UIColor redColor]];
[node addChild:yourline];
}
I.e. usage:
[[self class] debugPath:ship.physicsBody.path onNode:ship];
Upvotes: 0
Reputation: 136
In the new 7.1 beta there is functionality to allow this as stated above.
Upvotes: 1
Reputation: 1726
For testing purposes, I would setup the ship as an SKShapeNode, comment out yourline SKShapeNode for now and set the ship.path to the same path you are using for your SKPhysicsBody.
Or you could use this:
https://github.com/ymc-thzi/physicsDebugger
Upvotes: 1
Reputation: 2425
Your shape node code is correct. It looks like yourline
may be added to the scene before the actual ship, so the ship sprite will be drawn on top of it, making it obscured. Make sure you set yourline.zPosition
to the topmost value, or ensure [self addChild:yourline]
is executed after [self addChild:ship]
.
Upvotes: 0