Swift version: 5.6
SpriteKit comes with a modified version of the Box2D physics framework, and it's wrapped up a lot of complicated physics mathematics into just one or two lines of code. For example, we can create a square, red sprite and give it rectangular physics like this:
let box = SKSpriteNode(color: UIColor.red, size: CGSize(width: 64, height: 64))
box.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 64, height: 64))
That rectangle will wrap perfectly around the box's color, so it will bounce and rotate as it collides with other objects in your scene.
If you want to create circular physics to simulate balls, this is done using the circleOfRadius
constructor:
let ball = SKSpriteNode(imageNamed: "ballRed")
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width / 2.0)
SPONSORED In-app subscriptions are a pain to implement, hard to test, and full of edge cases. RevenueCat makes it straightforward and reliable so you can get back to building your app. Oh, and it's free if your app makes less than $10k/mo.
Sponsor Hacking with Swift and reach the world's largest Swift community!
Available from iOS 7.0 – see Hacking with Swift tutorial 11
This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.
Link copied to your pasteboard.