How can I keep my sprites velocity constant? - ios

I'm making a simple space shooter in Sprite Kit. I have asteroid rock sprites that are randomly added to my scene. I give them a random velocity within a certain range. However, once added to the scene their velocity decreases every second and eventually they stop. as they get closer to the bottom of the screen their velocity decreases at a slower rate. I have gravity of my physics world set to (0,0).
below is the method that adds the rocks to the scene
- (void)addRock {
SPRockNode *rock = [SPRockNode rock];
float dy = [SPUtil randomWithMin:SPRockMinSpeed max:SPRockMaxSpeed];
rock.physicsBody.velocity = CGVectorMake(0, -dy);
float y = self.frame.size.height + rock.size.height;
float x = [SPUtil randomWithMin:10 + rock.size.width max:self.frame.size.width - 10 - rock.size.width];
rock.position = CGPointMake(x, y);
[self addChild:rock];
}
I set up the physics world in my scenes initWIthSize method
self.physicsWorld.contactDelegate = self;
self.physicsWorld.gravity = CGVectorMake(0, 0);
below is the code for my rock node class
+ (instancetype)rock {
SPRockNode *rock = [self spriteNodeWithImageNamed:#"rock"];
rock.name = #"Rock";
float scale = [SPUtil randomWithMin:50 max:100] / 100.0f;
rock.xScale = scale;
rock.yScale = scale;
NSInteger randomInt = [SPUtil randomWithMin:1 max:3];
if (randomInt == 1) {
SKAction *oneRevolution = [SKAction rotateByAngle:-M_PI*2 duration: 1.0];
SKAction *repeat = [SKAction repeatActionForever:oneRevolution];
[rock runAction:repeat];
} else {
SKAction *oneRevolution = [SKAction rotateByAngle:M_PI*2 duration: 1.0];
SKAction *repeat = [SKAction repeatActionForever:oneRevolution];
[rock runAction:repeat];
}
[rock setupPhysicsBody];
return rock;
}
- (void)setupPhysicsBody {
self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.frame.size];
self.physicsBody.affectedByGravity = NO;
self.physicsBody.categoryBitMask = SPCollisionCategoryRock;
self.physicsBody.collisionBitMask = 0;
self.physicsBody.contactTestBitMask = SPCollisionCategoryProjectile | SPCollisionCategoryShip;
}
any ideas on what causing them to slow down? I dont modify their velocity anywhere else but the addRock method. is there air resistance or something like that on by default? I just dont understand why their velocity is decreasing.

It sounds like you are having an issue with linear damping.
From SKPhysicsBody reference :
This property is used to simulate fluid or air friction forces on the body. The property must be a value between 0.0 and 1.0. The default value is 0.1. If the value is 0.0, no linear damping is applied to the object.
Try adding this :
rock.physicsBody.linearDamping = 0.0f;
It's worthwhile to give the SKPhysicsBody class reference a reading at least once. It only takes a short while, but can save you a ton of time if you have become acquainted with it's properties and methods.

Related

Spritekit PhysicsBody applyTorque

I'm working on a universal app.
I want to applyTorque to a Paddle
But the problem is the paddle sizes are bigger on a ipad than the one one iphone.
How can I calculate the torque to apply the same affect to the Paddle's physicalBody?
SKSpriteNode *bar = [SKSpriteNode spriteNodeWithImageNamed:nameImage];
bar.name = #"bar";
bar.size = CGSizeMake(PaddleWidth, PaddleHeight);
bar.physicsBody =[SKPhysicsBody bodyWithTexture:bar.texture size:bar.size];
bar.physicsBody.restitution = 0.2;
bar.physicsBody.angularDamping = 0;
bar.physicsBody.friction = 0.02;
bar.physicsBody.mass=.2;
[paddle addChild:bar];
SKSpriteNode *anchor = [SKSpriteNode spriteNodeWithColor:[SKColor clearColor] size:CGSizeMake(PaddleWidth, PaddleHeight)];
anchor.name = #"anchor";
anchor.size = CGSizeMake(PaddleHeight, PaddleHeight);
anchor.position = CGPointMake(bar.position.x + bar.size.width/2, 0);
[paddle addChild:anchor];
CGFloat anchorRadius = anchor.size.width/20;
anchor.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:anchorRadius];
anchor.physicsBody.dynamic = NO;
CGPoint positionInScene = [self convertPoint:anchor.position toNode:self.scene];
pin = [SKPhysicsJointPin jointWithBodyA:bar.physicsBody
bodyB:anchor.physicsBody
anchor:positionInScene];
pin.shouldEnableLimits = YES;
pin.lowerAngleLimit = -0.5;
pin.upperAngleLimit = 0.5;
[self.scene.physicsWorld addJoint:pin];
-(void)flip{
SKNode *bar=[self childNodeWithName:#"bar"];
CGFloat torque;
torque=10;
[bar.physicsBody applyTorque:torque];
}
You can use the size of the paddle as a factor in the torque value:
CGSize paddleSize = <Initialize with paddle size>
CGFloat torque=paddleSize.width * factor; // factor will be the value you need to multiply in order to reach your desired value
So if for example paddle width is 100 use a constant factor of 0.05
On the iPad the different paddle width will make the torque value to be calculated accordingly using the same factor value as above.
You can set a constant mass of the physicsBody so that the torque applied affects the paddle the same way regardless of the node's size.
//While instantiating the physicsBody for the "bar" node
bar.physicsBody.mass = 0.2; //This will need to be adjusted according to your needs.
From the documentation:
The mass of the body affects its momentum as well as how forces are
applied to the object.

figuring out the conversions from UIKit coordinates to SKScene coordinates

I am new to SpriteKit but not to iOS. I'm having a great deal of difficulty figuring out the conversions from UIKit coordinates to SKScene coordinates. In addition, their relations to the units used for the SpriteKit physics engine evades me.
Here's what I'm trying to do: I am launching a sprite with an initial velocity in both x and y directions. The sprite should start near the screen's bottom left corner (portrait mode) and leave near the bottom right corner. Another sprite should appear somewhere on the previous sprite's trajectory. This sprite is static.
The blue frame is the screen boundary, the black curve is the first sprite's trajectory and the red circle is the static sprite.
Now using the screen as 640 x 960. In my SKScene's didMoveToView: method I set the gravity as such:
self.physicsWorld.gravity = CGVectorMake(0.0f, -2.0f);
Then I make the necessary calculations for velocity and position:
"t" is time from left corner to right;
"y" is the maximum height of the trajectory;
"a" is the acceleration;
"vx" is velocity in the x direction;
"vy" is velocity in the y direction;
and
"Tstatic" is the time at which the dynamic sprite will be at the static sprite's position;
"Xstatic" is the static sprite's x-position;
"Ystatic" is the static sprite's y-position;
-(void)addSpritePair {
float vx, vy, t, Tstatic, a, Xstatic, Ystatic, y;
a = -2.0;
t = 5.0;
y = 800.0;
vx = 640.0/t;
vy = (y/t) - (1/8)*a*t;
Tstatic = 1.0;
Xstatic = vx*Tstatic;
Ystatic = vy*Tmark + 0.5*a*Tstatic*Tstatic;
[self spriteWithVel:CGVectorMake(vx, vy) andPoint:CGPointMake(xmark, ymark)];
}
-(void)spriteWithVel:(CGVector)velocity andPoint:(CGPoint)point{
SKSpriteNode *staticSprite = [SKSpriteNode spriteNodeWithImageNamed:#"ball1"];
staticSprite.anchorPoint = CGPointMake(.5, .5);
staticSprite.position = point;
staticSprite.name = #"markerNode";
staticSprite.zPosition = 1.0;
SKSpriteNode *dynamicSprite = [SKSpriteNode spriteNodeWithImageNamed:#"ball2"];
dynamicSprite.anchorPoint = CGPointMake(.5, .5);
dynamicSprite.position = CGPointMake(1 ,1);
dynamicSprite.zPosition = 2.0;
dynamicSprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:hoop.size.width/2];
dynamicSprite.physicsBody.allowsRotation = NO;
dynamicSprite.physicsBody.velocity = velocity;
dynamicSprite.physicsBody.affectedByGravity = YES;
dynamicSprite.physicsBody.dynamic = YES;
dynamicSprite.physicsBody.mass = 1.0f;
dynamicSprite.markerPoint = point;
dynamicSprite.physicsBody.restitution = 1.0f;
dynamicSprite.physicsBody.friction = 0.0f;
dynamicSprite.physicsBody.angularDamping = 0.0f;
dynamicSprite.physicsBody.linearDamping = 0.0f;
[self addChild:hoop];
[self addChild:marker];
}
When I execute the code, the following happens:
Can someone please help me out?

SpriteNodes stop moving in the middle of the screen

I'm building a game using spriteKit.
I created a spriteNode called 'planet' and set a velocity. It drops down from the top of the screen with constant speed to the bottom of the screen. However, it slows down towards the middle of the screen and stops moving entirely. I added the method 'moveTowardPosition' as an attempt to fix this issue by forcing the objects to move offscreen. Does anyone have an idea of what the issue might be?
Thanks!
Here is the setup of the object:
-(void)physicsBodySetup
{
//initializes the physicsBody
self.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:40];
self.physicsBody.affectedByGravity = NO;
//sets its category mask
self.physicsBody.categoryBitMask = TKCollisionCategoryPlanet;
//planet doesn't collide with anything
self.physicsBody.collisionBitMask = 0;
//the planet can get into contact with an astranaut
self.physicsBody.contactTestBitMask = TKCollisionCategoryAstronaut |
}
//adds 'planet' to the screen at random position
//#param frame: the frame of the main view
-(void)addPosition:(CGRect)frame
{
//specifies a random position to add the planet on the screen
float randomPositionY = frame.size.height + self.size.height;
float randomPositionX = [TKUtil randomWithMin:10+self.size.width max:frame.size.width-10 - self.frame.size.width];
self.position = CGPointMake(randomPositionX, randomPositionY);
[self velocitySetup];
}
-(void)velocitySetup
{
//initializes the speed to be a constant
self.planetSpeed = TKPlanetSpeed;
self.physicsBody.velocity = CGVectorMake(0, self.planetSpeed);
}
//#param position: the point of planet on the screen
-(void)moveTowardsPosition:(CGPoint)position
{
float offScreenX = position.x;
float offScreenY = position.y - 2000;
CGPoint pointOffScreen = CGPointMake(offScreenX, offScreenY);
float Distance = pointOffScreen.y - position.y;
float time = Distance / self.planetSpeed;
SKAction *movePlanet = [SKAction moveTo:pointOffScreen duration:time];
NSArray *sequence = #[movePlanet, [SKAction removeFromParent]];
[self runAction:[SKAction sequence:sequence]];
}
The default value of friction is 0.2. So you can try:
self.physicsBody.friction = 0.0
now it won't be affected by surface anymore.

how to make enemy sprite shoot at player

I'm using a sprite kit to create a game.
I have a player node which I control by touch but then I have an enemy node that moves on its own. I need the enemy to be able to shoot projectiles on its own. I'm guessing I would need a method for this and to call it. I need the direction of the projectiles to shoot wherever my player is. Any suggestions?
Here is the method I have:
-(void)monstershoot
{
SKSpriteNode * projectile = [SKSpriteNode spriteNodeWithImageNamed:#"projectile"];
projectile.position = _enemy.position;
CGPoint offset = rwSub(_player.position, projectile.position);
if (offset.x <= 0) return;
[_background addChild:projectile];
CGPoint direction = rwNormalize(offset);
CGPoint shootAmount = rwMult(direction, 1000);
CGPoint realDest = rwAdd(shootAmount, projectile.position);
// 9 - Create the actions
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction * actionMove = [SKAction moveTo:realDest duration:realMoveDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[projectile runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
But nothing happens when I call it.
It will do "nothing" in two cases: the image doesn't exist or the enemy is right of the player. Replace this line
if (offset.x <= 0) return;
by a check if the length of the offset vector is 0. You could write a method to calculate the length by using
sqrtf(powf(offset.x,2) + powf(offset.y,2))
Further you should use the length of shootAmount to calculate
float realMoveDuration = 1000 / velocity;
which will give you the same (and correct) speed for every projectile. But otherwise I see nothing wrong with your code.

How to do impulse physics

Okay guys, I have two sprites one the enemy who moves to pick up items around the map as the items appear and it does that using SKActions then also I have the wall which he shouldn't go through. anyway. all I am trying to do is to make him bounce out if he hits the wall. How would I go about that?
Here is the code below:
// for the Enemy wall I have this code:
- (void) EnemyBelongings {
EnemyWall = [SKSpriteNode spriteNodeWithImageNamed:#"EnemyWall#2x"];
EnemyWall.name = #"hisWall";
EnemyWall.position = CGPointMake(512, 260);
EnemyWall.xScale = 0.09;
EnemyWall.yScale = 0.09;
EnemyWall.physicsBody.categoryBitMask = PhysicsCategoryEnemyWall;
EnemyWall.physicsBody.contactTestBitMask = PhysicsCategoryEnemy;
EnemyWall.physicsBody.collisionBitMask = 0;
[self addChild:EnemyWall];
}
// For the enemy character I have this code
- (void) Enemy {
_Enemy = [SKSpriteNode spriteNodeWithImageNamed:#"enemy"];
_Enemy.position = CGPointMake(520, _Enemy.size.height/1.50);
_Enemy.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:self.size.width];
_Enemy.physicsBody.usesPreciseCollisionDetection = YES;
_Enemy.physicsBody.categoryBitMask = PhysicsCategoryEnemy;
_Enemy.physicsBody.contactTestBitMask = PhysicsCategoryEnemyWall;
_Enemy.physicsBody.collisionBitMask = 0;
[self addChild:_Enemy];
}
// For the enemy movement I have this code
- (void) EnemySpawner {
[ForEnemy runAction:appear2 completion:^{
SKAction *wait = [SKAction waitForDuration:1.0];
[_Enemy runAction:wait];
SKAction *actionXMove2 = [SKAction moveToX:ForEnemy.position.x duration:0.14];
SKAction *actionYMove2 = [SKAction moveToY:ForEnemy.position.y duration:0.14];
[_Enemy runAction:actionYMove2];
[_Enemy runAction:actionXMove2];
}];
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
if (contact.bodyA.categoryBitMask == PhysicsCategoryEnemy && contact.bodyB.categoryBitMask
== PhysicsCategoryEnemyWall)
{
SKNode *enemy = contact.bodyA.node; // a is the enemy here
// Code here
SKNode *wall = contact.bodyB.node; // b is the enemy's wall here
// Code here
}
else if (contact.bodyB.categoryBitMask == PhysicsCategoryEnemy &&
contact.bodyA.categoryBitMask == PhysicsCategoryEnemyWall)
{
SKNode *enemy = contact.bodyB.node;
// Code here
SKNode *wall = contact.bodyA.node;
// Code here
}
}
You need to applyImpulse on the node's physicsBody to make it simulate naturally and interact with other physicsBodies.
Please look at my answer here on how to do the same.
Copy the rwAdd, rwSub, rwMult, rwLength and the rwNormalize methods from this tutorial by Ray Wenderlich.
Then, try using this code:
[ForEnemy runAction:appear2 completion:^{
SKAction *wait = [SKAction waitForDuration:1.0];
CGPoint offset = rwSub(location, ForEnemy.position);
CGPoint direction = rwNormalize(offset);
float forceValue = 200; //Edit this value to get the desired force.
CGPoint shootAmount = rwMult(direction, forceValue);
CGVector impulseVector = CGVectorMake(shootAmount.x, shootAmount.y);
[_Enemy.physicsBody applyImpulse:impulseVector];
}];
PhysicsWorld should simulate bounces automatically. Just set your nodes' physics properties accordingly. Look for the 'restitution' property. It will determine the bounciness of your objects.
And don't use SKAction to move your enemies. This will just "teleport" your nodes around. They don't get to have any real velocity in the physicsWorld (and hence don't bounce). Instead, apply forces to your bodies (or set velocity vector manually).

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