I have a problem with the new game sprite ... My "car" is watching the track on the first lap perfectly, but from that moment it seems that it gets an offset at the end of each lap. Can someone tell me what I am doing wrong?
- (void)createSceneContents{
self.backgroundColor = [SKColor blackColor];
self.scaleMode = SKSceneScaleModeAspectFit;
SKSpriteNode *myCar = [self newcar];
myCar.position = [[self trackShape] position];;
[self addChild:myCar];
SKShapeNode *track = [self trackShape];
track.position = CGPointMake(48, 40);
[self addChild:track];
}
- (SKSpriteNode *)newcar{
SKSpriteNode *hull = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(20,50)];
CGPathRef pathRef = [[self bPath] CGPath];
SKAction *hover = [SKAction sequence:@[[SKAction followPath:pathRef duration:20.0],
]];
hull.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hull.size];
hull.physicsBody.dynamic = NO;
[hull runAction: [SKAction repeatActionForever:hover]];
return hull;
}
-(SKShapeNode *)trackShape{
SKShapeNode *newshape = [[SKShapeNode alloc] init];
newshape.position = CGPointMake(48, 40);
newshape.path = [[self bPath] CGPath];
newshape.fillColor = [SKColor clearColor];
newshape.strokeColor = [SKColor blueColor];
newshape.lineWidth = 8;
return newshape;
}
This is the way ... all in one class.
-(UIBezierPath *)bPath{
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(48, 40)];
[bezierPath addLineToPoint: CGPointMake(10.5, 147.5)];
[bezierPath addCurveToPoint: CGPointMake(131.5, 209.5) controlPoint1: CGPointMake(10.5, 147.5) controlPoint2: CGPointMake(45.01, 253.16)];
[bezierPath addCurveToPoint: CGPointMake(267.5, 209.5) controlPoint1: CGPointMake(217.99, 165.84) controlPoint2: CGPointMake(259.57, 194.46)];
[bezierPath addCurveToPoint: CGPointMake(283.5, 302.5) controlPoint1: CGPointMake(275.43, 224.54) controlPoint2: CGPointMake(325.48, 263.29)];
[bezierPath addCurveToPoint: CGPointMake(105.5, 327.5) controlPoint1: CGPointMake(241.52, 341.71) controlPoint2: CGPointMake(128.94, 352.5)];
[bezierPath addCurveToPoint: CGPointMake(10.5, 396.5) controlPoint1: CGPointMake(82.06, 302.5) controlPoint2: CGPointMake(-27.5, 333.95)];
[bezierPath addCurveToPoint: CGPointMake(239.5, 448.5) controlPoint1: CGPointMake(48.5, 459.05) controlPoint2: CGPointMake(195.5, 463.67)];
[bezierPath addCurveToPoint: CGPointMake(283.5, 40.5) controlPoint1: CGPointMake(399.5, 40.5) controlPoint2: CGPointMake(375.39, 205.99)];
[bezierPath addCurveToPoint: CGPointMake(153.5, 78.5) controlPoint1: CGPointMake(191.61, -124.99) controlPoint2: CGPointMake(153.5, 78.5)];
[bezierPath addLineToPoint: CGPointMake(48, 40)];
[bezierPath closePath];
return bezierPath;
}