please help me sort this confusion out.
From Sprite Kit Programming Guide:
A sprite node’s anchorPoint property determines which point in the
frame is positioned at the sprite’s position.
My understanding of this is that if I change the Anchor Point, the sprite`s position should stay unchanged and only the texture rendering should be moved accordingly.
But when I set the anchor point, my sprite`s position actually changes! Take a look at this snippet:
/* debug */
if (self.currentState == self.editState) {
printf("B: relativeAnchorPoint = %.02f,%.02f ", relativeAnchorPoint.x, relativeAnchorPoint.y);
printf("position = %.02f,%.02f\n",self.position.x, self.position.y);
}
[self setAnchorPoint:relativeAnchorPoint];
/* debug */
if (self.currentState == self.editState) {
printf("A: relativeAnchorPoint = %.02f,%.02f ", relativeAnchorPoint.x, relativeAnchorPoint.y);
printf("position = %.02f,%.02f\n",self.position.x, self.position.y);
}
Output:
A: relativeAnchorPoint = 0.65,0.48 position = 1532.00,384.00
B: relativeAnchorPoint = 0.65,0.48 position = 1583.00,384.00
What am I missing?
Thanks in advance
*edit: additional info: *
it only happens when my sprite has xScale to -1 to invert image
I made a quick test to confirm your observation, and it is indeed correct.
As the xScale becomes negative the anchorPoint does actually affect the node's position.
I tend to think of this as a bug since there seems to be no correlation between the negative xScale and the increase in x position. And it can't be considered normal behavior.
Also this only happens when you change the anchorPoint after the xScale is already negative. You can set anchorPoint, then change xScale all you want and things will be fine, position will not change.
I confirmed this issue exists in both Xcode 5.1 (iOS 7) and Xcode 6 beta (iOS 8 beta).
If you run the following code in a newly created Sprite Kit project in place of its auto-created MyScene.m file you'll see that as anchorPoint changes randomly between 0.0 and 1.0 the position of the sprite always remains the same until the xScale property changes to a negative value. At that point position.x starts to increase significantly.
#import "MyScene.h"
#implementation MyScene
{
SKSpriteNode *sprite;
}
-(id) initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.backgroundColor = [SKColor colorWithRed:0 green:0 blue:0.2 alpha:1];
sprite = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
sprite.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
sprite.anchorPoint = CGPointMake(0.2, 0.7);
[self addChild:sprite];
SKAction *action = [SKAction scaleXTo:-1.0 duration:10];
[sprite runAction:[SKAction repeatActionForever:action]];
}
return self;
}
-(void) update:(CFTimeInterval)currentTime
{
sprite.anchorPoint = CGPointMake(arc4random_uniform(10000) / 10000.0,
arc4random_uniform(10000) / 10000.0);
NSLog(#"pos: {%.1f, %.1f}, xScale: %.3f, anchor: {%.2f, %.2f}",
sprite.position.x, sprite.position.y, sprite.xScale,
sprite.anchorPoint.x, sprite.anchorPoint.y);
}
#end
There is a workaround for this bug:
If xScale is already negative, invert it, then set the anchorPoint, then re-invert xScale. You may need to do the same with yScale if that too can become negative.
The following update method incorporates this workaround and I confirmed that this is working as intended:
-(void) update:(CFTimeInterval)currentTime
{
BOOL didInvert = NO;
if (sprite.xScale < 0.0)
{
didInvert = YES;
sprite.xScale *= -1.0;
}
sprite.anchorPoint = CGPointMake(arc4random_uniform(10000) / 10000.0,
arc4random_uniform(10000) / 10000.0);
if (didInvert)
{
sprite.xScale *= -1.0;
}
NSLog(#"pos: {%.1f, %.1f}, xScale: %.3f, anchor: {%.2f, %.2f}",
sprite.position.x, sprite.position.y, sprite.xScale,
sprite.anchorPoint.x, sprite.anchorPoint.y);
}
The sprite.position now remains the same throughout the entire scaleXTo action duration.
Related
Progress so far:
So what I have at the moment is this:
(the green point represents the parent "BlankNode, adding children then rotating them around that node,
Im a bit stick how to get it work properly, for some reason they dont sit next to eachother but opposite (as showen in http://i.stack.imgur.com/w7QvS.png)
inGameLevel
myArc = [[Arcs alloc]initWithArcCount:myAmmountOfSprites];
[self addChild:myArc];
My wish is for the sprite.rotation to be slightly offset from the next loaded...here they are split...
(The diagram belows showing the arc shape I would like to load the sprites in)
**With one stick loaded, maybe its easier to spot the mistake
(if I load a second sprite it loads directly opposite to the previous and not at the expected angle incremented
In this version I have just loaded the stick and blanknode, positioned it using anchor points, Im confused how the rotation works... **
SKSpriteNode *blank = [[SKSpriteNode alloc]
///like the otherone
blank.zRotation=0;
blank.anchorPoint = CGPointMake(0.5, 0.5);
[self addChild:blank];
//set to 0 value so I can see what its natural state is (it is vertical and above the parent node)
//but this value will be incremented each time a new sprite is added
int rotationAmount = 0;
Rotation = Rotation-rotationAmount; //will increment
objectPic = [SKSpriteNode spriteNode....as normal
//use blank nodes anchorpoint
objectPic.anchorPoint = blank.anchorPoint;
//Rotation
objectPic.zRotation = Rotation;
float moveUp_donut = 0.3;
//"moveUp_donut" moving this value up moves the stick up
//and outward from the center
objectPic.anchorPoint =
CGPointMake(0.0,-moveUp_donut); //(0.0,-moveOutward);
[blank addChild:objectPic];
}
}
I have made an xcode project available for anyone interested to have a look at the problem, hopefully you can explain how to get the rotation working correctly.
at the moment it is just loading one sprite, so you might need to play with the setting,
myArc = [[Arcs alloc]initWithArcCount:addLotsOfSticks];
//and play with the rotation ammount
int rotationAmount = 3;
http://www.filedropper.com/rotationtest
Solution Found! see below:
🌸
A huge thanks to WangYudong for giving such a great answer!
I made a sample project and hope it can help. The algorithm is not base on your project, so make some change to fit your need.
Firstly, add a blank node to the middle of the scene:
self.blank = [[SKSpriteNode alloc] initWithColor:[SKColor greenColor]size:CGSizeMake(20, 20)];
self.blank.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:self.blank];
Then, create the stick:
- (SKSpriteNode *)newStick
{
SKSpriteNode *stick = [[SKSpriteNode alloc] initWithColor:[SKColor redColor]size:CGSizeMake(5, 100)];
return stick;
}
And given the amount of sticks, the radius (of the inner circle), the starting radian and ending radian, add a method:
- (void)loadStickArcWithStickAmount:(NSUInteger)amount radius:(CGFloat)radius startRadians:(CGFloat)startRad endRadians:(CGFloat)endRad
{
for (NSUInteger index = 0; index < amount; index++) {
SKSpriteNode *stick = [self newStick];
CGFloat halfStickLength = stick.size.height / 2;
CGFloat rotateRad = startRad + (endRad - startRad) / (amount - 1) * index;
stick.zRotation = M_PI_2 + rotateRad;
stick.position = CGPointMake((radius + halfStickLength) * cos(rotateRad),
(radius + halfStickLength) * sin(rotateRad));
[self.blank addChild:stick];
}
}
Some hints:
rotateRad divides radians of endRad - startRad.
M_PI_2 is an offset of zRotation.
Trigonometric maths calculates the position of sticks.
Both anchor points of blank node and stick remain default (0.5, 0.5).
Use the method:
[self loadStickArcWithStickAmount:27 radius:50.0 startRadians:M_PI endRadians:2*M_PI];
to achieve the following result:
I develop an iOS game using SpriteKit (such a helpful framework to quickly make a game). I add texture and configure a physical body for a main character as image
The green rectangle is the frame of the physical body. I'm using the following code to create it
#interface MainCharacter : SKSpriteNode
#end
#implementation MainCharacter
+ (instancetype)mainCharacterAtPosition:(CGPoint)pos {
MainCharacter* mainChar = [[MainCharacter alloc] initWithTexture:[SKTexture textureWithImageNamed:#"stand_up"]];
mainChar.position = pos;
mainChar.xScale = 0.5f;
mainChar.yScale = 0.5f;
return mainChar;
}
- (instancetype)initWithTexture:(SKTexture *)texture {
if (self = [super initWithTexture:texture]) {
self.name = kCharacterName;
self.anchorPoint = CGPointMake(0.5f, 0.0f);
[self standup];
CGSize spriteSize = self.size;
CGPoint center = CGPointMake(spriteSize.width*(self.anchorPoint.x-0.5f), spriteSize.height*(0.5f-self.anchorPoint.y));
self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:spriteSize center:center];
self.physicsBody.dynamic = NO;
self.physicsBody.categoryBitMask = kCharacterCategory;
self.physicsBody.contactTestBitMask = 0x0;
self.physicsBody.collisionBitMask = 0x0;
}
return self;
}
- (void)standup {
SKAction* standupAction = [SKAction setTexture:self.standupTexture resize:YES];
[self runAction:standupAction];
}
- (void)standdown {
SKAction* standownAction = [SKAction setTexture:self.standdownTexture resize:YES];
[self runAction:standownAction completion:^{
}];
[self performSelector:#selector(standup) withObject:nil afterDelay:1.0f];
}
MainCharacter is a class that inherits from SKSPriteNode, just an convienient class to manage a main character. Stand Up is a first state of the character. I have another state, temporarily called stand down (demonstrate as following image)
I add a swipe down gesture to make character stand down.
The green rectangle also the physical body but it's too large for the character. I want to make a physical body frame as the red rectangle.
Can anyone help me how to make the physical body smaller when my character stand down and enlarge the physical body after it stands up
You can destroy the current physics body self.physicsBody = nil; and then simply create a new one with the new size requirements.
I solve this problem by using 2 nodes for 2 states (as a suggestion): stand up state and stand down state. I named it
standupNode and standdownNode
First, add the standupNode to the game scene. If swipe donw gesture recognize, I remove the standupNode from game scene and add the standdownNode instead. On contrary, removing the standdownNode from the game scene then add the standupNode if character stands up
I'm trying to add water to my game. Except for a different background color, there isn't much to it.
However, I'd like the player-sprite to float on top of it (or halfway in it). If the player just walks into the water from below, I'd like him to float to the top. If he falls down, I'd like him to slowly change direction and float back up.
I tried making the gravity negative when he's in the water, but this gives me some slightly unwanted effects. For example as he (the player) surfaces, the normal gravity will push him back down, the water will push him up, and so on. Ultimately the player will be "bouncing" in the water, being pushed from one end to another. I'd like him to calmly remain on top of the water when he surfaces. How can I achieve this?
Here's the code I have in my update-loop:
SKNode *backgroundNodeAtPoint = [_bgLayer nodeAtPoint:_ball.position];
if ([backgroundNodeAtPoint.name isEqualToString:#"WATER"]) {
self.physicsWorld.gravity = CGVectorMake(self.physicsWorld.gravity.dx, 2);
} else {
if (self.physicsWorld.gravity.dy != -4) {
self.physicsWorld.gravity = CGVectorMake(self.physicsWorld.gravity.dx, -4);
}
}
Basically this changes my gravity to 2 when the player is in the water, and otherwise changes it to -4 unless it's already -4.
Thanks!
There are three possible options I believe you have with regards to simulating water.
1) As mentioned in the comments you could try to use SKFieldNode (iOS 8+). But from personal experience the field node didn't really do it for me because you don't get much control over your simulation with it unless you heavily customize it, in which case you might as well just do your own calculations from scratch and reduce complexity.
2) You could adjust the linear and rotational damping of your sprite when inside the water. In fact, even apple mentions this in the quote from their documentation. However this won't give you buoyancy.
The linearDamping and angularDamping properties are used to calculate
friction on the body as it moves through the world. For example, this
might be used to simulate air or water friction.
3) Perform the calculations yourself. In the update method, check when the body enters you "water" and when it does you can calculate viscosity and/or buoyancy and adjust the velocity of your node accordingly. This in my opinion is the best option but also the more difficult.
Edit: I just wrote a quick example of option 3 in Swift. I think it's what you are looking for. I added factor constants on the top so you can adjust it to get exactly what you want. The motion is applied dynamically so it won't interfere with you current velocity (i.e. you can control your character while in the water). Below is the code for the scene and a gif as well. Keep in mind that the delta time is assumed to be 60 frames a second (1/60) and there is no velocity clamping. These are features you may or may not want depending on your game.
Swift
class GameScene: SKScene {
//MARK: Factors
let VISCOSITY: CGFloat = 6 //Increase to make the water "thicker/stickier," creating more friction.
let BUOYANCY: CGFloat = 0.4 //Slightly increase to make the object "float up faster," more buoyant.
let OFFSET: CGFloat = 70 //Increase to make the object float to the surface higher.
//MARK: -
var object: SKSpriteNode!
var water: SKSpriteNode!
override func didMoveToView(view: SKView) {
object = SKSpriteNode(color: UIColor.whiteColor(), size: CGSize(width: 25, height: 50))
object.physicsBody = SKPhysicsBody(rectangleOfSize: object.size)
object.position = CGPoint(x: self.size.width/2.0, y: self.size.height-50)
self.addChild(object)
water = SKSpriteNode(color: UIColor.cyanColor(), size: CGSize(width: self.size.width, height: 300))
water.position = CGPoint(x: self.size.width/2.0, y: water.size.height/2.0)
water.alpha = 0.5
self.addChild(water)
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
}
override func update(currentTime: CFTimeInterval) {
if water.frame.contains(CGPoint(x:object.position.x, y:object.position.y-object.size.height/2.0)) {
let rate: CGFloat = 0.01; //Controls rate of applied motion. You shouldn't really need to touch this.
let disp = (((water.position.y+OFFSET)+water.size.height/2.0)-((object.position.y)-object.size.height/2.0)) * BUOYANCY
let targetPos = CGPoint(x: object.position.x, y: object.position.y+disp)
let targetVel = CGPoint(x: (targetPos.x-object.position.x)/(1.0/60.0), y: (targetPos.y-object.position.y)/(1.0/60.0))
let relVel: CGVector = CGVector(dx:targetVel.x-object.physicsBody.velocity.dx*VISCOSITY, dy:targetVel.y-object.physicsBody.velocity.dy*VISCOSITY);
object.physicsBody.velocity=CGVector(dx:object.physicsBody.velocity.dx+relVel.dx*rate, dy:object.physicsBody.velocity.dy+relVel.dy*rate);
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {object.position = (touches.anyObject() as UITouch).locationInNode(self);object.physicsBody.velocity = CGVectorMake(0, 0)}
}
Objective-C
#import "GameScene.h"
#define VISCOSITY 6.0 //Increase to make the water "thicker/stickier," creating more friction.
#define BUOYANCY 0.4 //Slightly increase to make the object "float up faster," more buoyant.
#define OFFSET 70.0 //Increase to make the object float to the surface higher.
#interface GameScene ()
#property (nonatomic, strong) SKSpriteNode* object;
#property (nonatomic, strong) SKSpriteNode* water;
#end
#implementation GameScene
-(void)didMoveToView:(SKView *)view {
_object = [[SKSpriteNode alloc] initWithColor:[UIColor whiteColor] size:CGSizeMake(25, 50)];
self.object.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.object.size];
self.object.position = CGPointMake(self.size.width/2.0, self.size.height-50);
[self addChild:self.object];
_water = [[SKSpriteNode alloc] initWithColor:[UIColor cyanColor] size:CGSizeMake(self.size.width, 300)];
self.water.position = CGPointMake(self.size.width/2.0, self.water.size.height/2.0);
self.water.alpha = 0.5;
[self addChild:self.water];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
-(void)update:(NSTimeInterval)currentTime {
if (CGRectContainsPoint(self.water.frame, CGPointMake(self.object.position.x,self.object.position.y-self.object.size.height/2.0))) {
const CGFloat rate = 0.01; //Controls rate of applied motion. You shouldn't really need to touch this.
const CGFloat disp = (((self.water.position.y+OFFSET)+self.water.size.height/2.0)-((self.object.position.y)-self.object.size.height/2.0)) * BUOYANCY;
const CGPoint targetPos = CGPointMake(self.object.position.x, self.object.position.y+disp);
const CGPoint targetVel = CGPointMake((targetPos.x-self.object.position.x)/(1.0/60.0), (targetPos.y-self.object.position.y)/(1.0/60.0));
const CGVector relVel = CGVectorMake(targetVel.x-self.object.physicsBody.velocity.dx*VISCOSITY, targetVel.y-self.object.physicsBody.velocity.dy*VISCOSITY);
self.object.physicsBody.velocity=CGVectorMake(self.object.physicsBody.velocity.dx+relVel.dx*rate, self.object.physicsBody.velocity.dy+relVel.dy*rate);
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
self.object.position = [(UITouch*)[touches anyObject] locationInNode:self];
self.object.physicsBody.velocity = CGVectorMake(0, 0);
}
#end
When your player makes contact with the water, push him up until he is no longer in contact with the water. At this point, modify the player's contact bit mask to collide with the water thus "making him walk on water".
Alternately, you can trigger the walk on water contact bit mask modification by a strategically placed invisible node instead waiting for water contact to occur.
To revert the player's contact bit mask back to normal use another predetermined contact the player will make, such as land or an invisible node, as the trigger.
I have a SpriteKit game which I want to support all orientations. Right now when I change the orientation, the node doesn't keep its position. I use the SKSceneScaleModeResizeFill for scaling, because it will keep the right sprite size.
When I start the game, the game player is positioned in the mid screen like this:
Then when I rotate the device, the position becomes like this:
Here is my view controller code:
- (void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
// Configure the view.
SKView * skView = (SKView *)self.view;
if (!skView.scene) {
// Create and configure the scene.
SKScene * scene = [MyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeResizeFill;
// Present the scene.
[skView presentScene:scene];
}
}
And my scene code:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
//Add spaceship in the center of the view
SKSpriteNode *spaceship = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship.png"];
spaceship.position = CGPointMake(size.width/2, size.height/2);
[spaceship setScale:.3];
[self addChild:spaceship];
}
return self;
}
Your sprite does keep its position after the scene resizes — you can see from your screenshots that it keeps the same horizontal and vertical distance from the lower left corner of the scene. The catch is that after the scene has resized, that absolute offset represents a different relative position in your scene.
Sprite Kit can resize a scene automatically, but the relative positioning of nodes after a scene resize isn't something it can do for you. There's no "right answer" to how a scene's content should be rearranged at a different size, because the arrangement of scene content is something your app defines.
Implement didChangeSize: in your SKScene subclass, and put whatever logic you want there for moving your nodes.
For example, you could make it so nodes keep their positions as a relative proportion of the scene size using something like this:
- (void)didChangeSize:(CGSize)oldSize {
for (SKNode *node in self.children) {
CGPoint newPosition;
newPosition.x = node.position.x / oldSize.width * self.frame.size.width;
newPosition.y = node.position.y / oldSize.height * self.frame.size.height;
node.position = newPosition;
}
}
Depending on what's in your scene and you you've arranged it, you probably don't want that, though. For example, if you have HUD elements in each corner of your game scene, you might want them at a fixed offset from the corners, not a proportion of the scene size.
I add I similar issue and found this question. I solved differently, using the viewWillTransitionToSize:withTransitionCoordinator:, as stated by #GOR here.
I added the following code in my view controller (that manage the SKView and its SKScene)
- (void)viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
//skView is my SKView object, with scaleMode SKSceneScaleModeResizeFill
skView.frame = CGRectMake(0, 0, size.width, size.height);
//currentScene is my SKScene object
currentScene.size = skView.frame.size;
//Then, as all the objects in my scene are children of a unique SKNode* background, I only relocate it
currentScene.background.position = CGPointMake(CGRectGetMidX(currentScene.frame), CGRectGetMidY(currentScene.frame));
}
and it works like a charm!
For Swift 3,
override func didChangeSize(_ oldSize: CGSize) {
for node in self.children{
let newPosition = CGPoint(x:node.position.x / oldSize.width * self.frame.size.width,y:node.position.y / oldSize.height * self.frame.size.height)
node.position = newPosition
}
}
Thus we are able to use a constant and initialise it in one line. Then in node.position = newPosition we can set the new position.
Also we are able to make use of the enhanced for loop leading to a much more elegant solution.
I implemented a basic box2d project in iOS with a bouncing ball, but the ball seems to bounce before it actually reaches the ground. On each progressive bounce it seems to get closer to the bottom and eventually rests on the ground. I took a video of what happens: http://f.cl.ly/items/1S06373Z1l2w1z243E0k/Bounce.m4v
Here is where I set everything up:
CGSize screenSize = self.view.bounds.size;
// Define the gravity vector.
b2Vec2 gravity;
gravity.Set(0.0f, -9.81f);
bool doSleep = true;
// Construct a world object, which will hold and simulate the rigid bodies.
world = new b2World(gravity);
world->SetAllowSleeping(doSleep);
world->SetContinuousPhysics(true);
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0,0);
b2Body *groundBody = world->CreateBody(&groundBodyDef);
b2EdgeShape groundEdge;
b2FixtureDef boxShapeDef;
boxShapeDef.shape = &groundEdge;
//bottom
groundEdge.Set(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
// left wall
groundEdge.Set(b2Vec2(0,0), b2Vec2(0,screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// top
groundEdge.Set(b2Vec2(0, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO));
groundBody->CreateFixture(&boxShapeDef);
// right wal
groundEdge.Set(b2Vec2(screenSize.width/PTM_RATIO, screenSize.height/PTM_RATIO),
b2Vec2(screenSize.width/PTM_RATIO, 0));
groundBody->CreateFixture(&boxShapeDef);
//ball
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
ballBodyDef.position.Set(self.ball.position.x/PTM_RATIO, self.ball.position.y/PTM_RATIO);
ballBodyDef.userData = (__bridge void *)_ball;
body = world->CreateBody(&ballBodyDef);
b2CircleShape circle;
circle.m_radius = 60.0/PTM_RATIO;
b2FixtureDef ballShapeDef;
ballShapeDef.shape = &circle;
ballShapeDef.density = 0.8f;
ballShapeDef.friction = 0.0f;
ballShapeDef.restitution = 0.8f;
body->CreateFixture(&ballShapeDef);
and then this is what I run every 1/60th of a second to update the position
int32 velocityIterations = 8;
int32 positionIterations = 1;
world->Step(1.0f/60.0f, velocityIterations, positionIterations);
CGPoint newCenter = CGPointMake(body->GetPosition().x * PTM_RATIO,
self.view.bounds.size.height - body->GetPosition().y * PTM_RATIO);
self.ball.position = newCenter;
If you declare the ball body as dynamic
b2BodyDef ballBodyDef;
ballBodyDef.type = b2_dynamicBody;
// finish creating...
And initialize the world with some gravity value (which you've done), you shouldn't have to manually set the position of the ball body at all. Without seeing all of your code, my hunch is that you have declared the ball as dynamic already, and your manual position updates are conflicting with box2d's gravity. The video seems to show the ball being pulled down by gravity while having its position artificially shifted. I recommend removing the line assigning to self.ball.position entirely - directly setting a physics body's position like this is generally not a good idea.
I found out what was the issue. The ball on the screen is a CALayer and when changing its position it was using implicit animations. It now acts fine when setting the position this way
[CATransaction begin];
[CATransaction setDisableActions:YES];
CGPoint newCenter = CGPointMake(body->GetPosition().x * PTM_RATIO,
self.view.bounds.size.height - body->GetPosition().y * PTM_RATIO);
self.ball.position = newCenter;
[CATransaction commit];