ios - SKShapeNode motionless when made the scene.frame a physicsBody -




it's first post in coding forum - means i'm reeaaaaallly stuck (i've searched everywhere , tested many options).

creating simple bouncing ball on ipad screen, coding app using spritekit.

the below code prevent ball move @ when remove skphysicsbody created out frame.edge : ball falls. i've got feeling self.physicsbody made volume despite ask made edge...

can please ?

override func didmove(to view: skview) {     self.physicsworld.gravity = cgvector(dx: 0,dy: -6)     self.physicsbody = skphysicsbody(edgeloopfrom: self.frame)  // ball's cage     self.physicsbody?.friction = 0;      let fbound = skshapenode(rect: self.frame)     fbound.linewidth = 1     fbound.strokecolor = .red     addchild(fbound)      let path = cgmutablepath()     path.addarc(center: cgpoint(x: view.bounds.width / 2, y: view.bounds.height / 2),                 radius: 15,                 startangle: 0,                 endangle: cgfloat.pi * 2,                 clockwise: true)      let ball = skshapenode(path: path)     ball.linewidth = 1     ball.fillcolor = .red     ball.strokecolor = .black     ball.glowwidth = 0.5      ball.physicsbody = skphysicsbody(circleofradius: ball.frame.size.width/2)     ball.physicsbody?.friction = 0     ball.physicsbody?.restitution = 1     ball.physicsbody?.mass = 0.6     ball.physicsbody?.lineardamping = 0     ball.physicsbody?.allowsrotation = false     ball.physicsbody?.isdynamic = true      addchild(ball) }     

please let me know if need more details

thanks mil in advance

rgds





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