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What are the SKPhysics settings to make a ball bounce?
I've created a ball, and boxed my game scene. The balls physics settings are: self.physicsBody!.affectedByGravity = true self.physicsBody!.restitution = 1.0 self.physicsBody!.linearDamping = 0 self.physicsBody!.friction = 0.3 self.physicsBody!.isDynamic = true self.physicsBody!.mass = 0.5 self.physicsBody?.contactTestBitMask = bodyMasks.blankMask.rawValue self.physicsBody?.collisionBitMask  = bodyMasks.edgeMask.rawValue self.physicsBody?.categoryBitMask   = bodyMasks.ballMask.rawValue When I box the game scene with: self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame) the ball bounces back up as intended. However, if I replace edgeLoopFrom with my own custom borders: yourLine.lineWidth = 5 yourLine.path = pathToDraw yourLine.isUserInteractionEnabled = false yourLine.strokeColor = .clear yourLine.isHidden = false yourLine.zPosition = 10 yourLine.physicsBody = SKPhysicsBody(edgeLoopFrom: pathToDraw) yourLine.physicsBody?.affectedByGravity = false yourLine.physicsBody?.pinned = true yourLine.physicsBody?.categoryBitMask = bodyMasks.edgeMask.rawValue yourLine.physicsBody?.collisionBitMask = bodyMasks.ballMask.rawValue yourLine.physicsBody?.contactTestBitMask = bodyMasks.blankMask.rawValue the ball just comes down with a thud, stops, and doesn't bounce., So am trying to figure out what physics settings I have to give to my custom made edges so that the ball bounces?
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1.4k
Oct ’21
Having strange trouble with touchesMoved, need help.
Am trying to make a game, where I drag gems around. The hierarchy is: GameScene (this is the view controller) gemBase, which holds the gems (light grey) SKSpriteNode gems SKSpriteNode The gems are children of gemBase, which is a child of GameScene. When the gemBase is at 0,0 everything works fine when I drag the gems. They are in the same place I am touching the screen. But I want to offer a left-handed feature, where I offset the gemBase to the rightsize of the screen. All gems automatically move with the base so I don't need to recalculate their positions. But then, when I try to move the gems, they are offset to the right of where I am touching the screen. They are offset by as much as I move the gemBase. Below is my only code where I handle touchesMoved (in GameScene) If you're having problems visualizing what I am describing, the screen shot is at: http: // 98.7.37.117/ss.gif Do I have to convert the touch.location?     override func touchesMoved(_ touches: SetUITouch, with event: UIEvent?){         guard touches.first != nil else { return }         if toggleHigh {highliteGem(theGem: myGems[0], clearAll: true)}         if let touch = touches.first, let node = myGV.currentGem, node.isMoving == true {             let touchLocation = touch.location(in: self)             node.moved    = true             node.position = touchLocation             node.isMoving = true             node.inSlot = false             //addTrailToTwinkle(theNode: node)         }     }
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895
May ’21