SKPhysicsJointLimit.Create Method
Definition
Important
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Factory method for creating a rope-like connection between two physics body.
[Foundation.Export("jointWithBodyA:bodyB:anchorA:anchorB:")]
public static SpriteKit.SKPhysicsJointLimit Create (SpriteKit.SKPhysicsBody bodyA, SpriteKit.SKPhysicsBody bodyB, CoreGraphics.CGPoint anchorA, CoreGraphics.CGPoint anchorB);
static member Create : SpriteKit.SKPhysicsBody * SpriteKit.SKPhysicsBody * CoreGraphics.CGPoint * CoreGraphics.CGPoint -> SpriteKit.SKPhysicsJointLimit
Parameters
- bodyA
- SKPhysicsBody
- bodyB
- SKPhysicsBody
- anchorA
- CGPoint
- anchorB
- CGPoint
Returns
- Attributes
Remarks
The SKNodes associated with bodyA
and bodyB
must be added to the SKScene prior to calling this method or Sprite Kit will crash. The following example demonstrates the proper order:
var node1 = CreateNodeSomehow();
var node2 = CreateNodeSomehow();
//var joint = SKPhysicsJointLimit.Create(node1.PhysicsBody, node2.PhysicsBody, node1.Position, node2.Position); //NO. This will crash.
mySkScene.AddChild(node1);
mkSkScene.AddChild(node2);
var joint SKPhysicsJointLimit.Create(node1.PhysicsBody, node2.PhysicsBody, node1.Position, node2.Position); //YES. Works fine.
mySkScene.PhysicsWorld.AddJoint(joint);
(Other types of SKPhysicsJoint can be created prior to the nodes being added to the scene-graph, although the nodes must be added to the scene-graph before AddJoint(SKPhysicsJoint) is called.)