Swift version: 5.0
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
let ball = SKSpriteNode(imageNamed: "ballRed") ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width / 2.0)
SPONSOR Tired of wasting time debugging your Swift app? Instabug’s SDK is here to help you minimize your debugging time by providing you with complete device details, network logs, and reproduction steps with every bug report. All data is attached automatically. It only takes a line of code to setup. Get started for free.
Available from iOS 7.0 – see Hacking with Swift tutorial 11
Did this solution work for you? Please pass it on!
Other people are reading…
About the Swift Knowledge Base
This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.