Is there a way to visually see sprite kit’s SKPhysicsbody borderline?

For Objective-C & iOS < 7.1 In your ViewController.m find this code SKView *skView = (SKView *)self.view; skView.showsFPS = YES; skView.showsNodeCount = YES; After the last line add skView.showsPhysics = YES; Build and Run and you should see all the physics Body borderline i noticed that you add the shapeNode to self instead of the … Read more

Physicsbody doesn’t adhere to node’s anchor point

I wrote this to fix Apple’s lack thereof: use pathForRectangleOfSize:withAnchorPoint: to replace your call to bodyWithRectangleOfSize: whose brief documentation tells us the problem: “Creates a rectangular physics body centered on the owning node’s origin.” @implementation SKPhysicsBody (CWAdditions) + (CGPathRef)pathForRectangleOfSize:(CGSize)size withAnchorPoint:(CGPoint)anchor { CGPathRef path = CGPathCreateWithRect( CGRectMake(-size.width * anchor.x, -size.height * anchor.y, size.width, size.height), nil); return … Read more

Performing your own physics calculations for a collision in Sprite Kit

I’m trying to set up some elastic collisions using Sprite Kit I think you’re misunderstanding the physics in play here. An elastic collision is an oversimplification of a collision. In reality, no collision results in a perfect transfer of energy. I’ve explained the physics here in an answer to the related question you linked to. … Read more

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