UPGRADE YOUR SKILLS: Learn advanced Swift and SwiftUI on Hacking with Swift+! >>

SpriteKit: animated Sprite loses velocity depending on initial speed?

Forums > macOS

@mtm  

Working my way through Hacking with macOs, the first SpriteKit (BubbleTrouble) example. Why does the sprite lose all X velocity on first contact with the physicsBody, but retains the Y velocity?

Abbreviated code:

class GameScene: SKScene {
    override func didMove(to view: SKView) {
        physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
        physicsWorld.gravity = CGVector.zero

        let b = SKSpriteNode(texture: bT[1])
        b.setScale(1)
        b.physicsBody = SKPhysicsBody(circleOfRadius: b.size.width / 2)
        b.physicsBody?.linearDamping = 0
        b.physicsBody?.angularDamping = 0
        b.physicsBody?.restitution = 1
        b.physicsBody?.friction = 0
        b.physicsBody?.velocity = CGVector(dx: 150.0, dy: 150.1)
        b.position = CGPoint(x: 400, y: 300)
    }
}

3      

TAKE YOUR SKILLS TO THE NEXT LEVEL If you like Hacking with Swift, you'll love Hacking with Swift+ – it's my premium service where you can learn advanced Swift and SwiftUI, functional programming, algorithms, and more. Plus it comes with stacks of benefits, including monthly live streams, downloadable projects, a 20% discount on all books, and free gifts!

Find out more

Sponsor Hacking with Swift and reach the world's largest Swift community!

Archived topic

This topic has been closed due to inactivity, so you can't reply. Please create a new topic if you need to.

All interactions here are governed by our code of conduct.

 
Unknown user

You are not logged in

Log in or create account
 

Link copied to your pasteboard.