SpriteKit ball loses all energy hitting wall, restitution=1 - ios

If I apply an impulse of 1 in the y direction, the ball bounces back and forth without losing any energy. However, if the initial impulse is 0.5 or below, the ball loses all energy instantly when it hits the wall. Why is this happening? I have a pretty good understanding of the properties of the SKPhysicsBody class. Try this code to see if you get the same behavior on your computer.
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);
SKPhysicsBody* borderBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.physicsBody = borderBody;
self.physicsBody.friction = 0.0f;
self.backgroundColor = [SKColor colorWithRed:0.7 green:0.7 blue:0.7 alpha:1.0];
SKShapeNode *ball = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
[ball setStrokeColor:[UIColor blackColor]];
CGPathMoveToPoint(pathToDraw, NULL, 0, 0);
CGPathAddEllipseInRect(pathToDraw, NULL, CGRectMake(-16, -16, 32, 32));
ball.path = pathToDraw;
ball.position = CGPointMake(size.width / 2, size.height / 2);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.frame.size.width/2];
ball.physicsBody.friction = 0.0f;
ball.physicsBody.restitution = 1.0f;
ball.physicsBody.linearDamping = 0.0f;
ball.physicsBody.allowsRotation = NO;
[self addChild:ball];
[ball.physicsBody applyImpulse:CGVectorMake(0, 0.5)];
}
return self;
}

When the collision velocity is small enough (such as your CGVector of (0, 0.5)), Box2d underlying the Sprite Kit physics engine will compute the collision as inelastic (i.e. as if the restitution was 0, removing any bounciness), and the node will not bounce.
This is, per the Box2d documentation, to prevent jitter.
In the Box2d source code, you even have this line:
/// A velocity threshold for elastic collisions. Any collision with a relative linear
/// velocity below this threshold will be treated as inelastic.
#define b2_velocityThreshold
Your impulse should be above this threshold for the restitution to be respected.

Related

different reaction to collision on node using sprite kit

I have rectangle shape paddle node, my question is - is it possible to "cut" node in half so when, for example ball, hit right side of node ball will go back with bigger angle, that it came, and same thing on other side. Im bad with words so, here are image of what I want to do :
For paddle node i use this code:
paddle = [[SKSpriteNode alloc] initWithImageNamed: #"board.png"];
paddle.name = paddleCategoryName;
paddle.position = CGPointMake(self.frame.origin.x + 50, CGRectGetMidY(self.frame));
[self addChild:paddle];
paddle.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:paddle.frame.size];
paddle.physicsBody.restitution = 0.1f;
paddle.physicsBody.friction = 0.4f;
paddle.physicsBody.dynamic = NO;
and for ball :
ball = [SKSpriteNode spriteNodeWithImageNamed: #"ball.png"];
[self addChild:ball];
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width];
ball.physicsBody.friction = 0.0f;
ball.physicsBody.restitution = 1.0f;
ball.physicsBody.linearDamping = 0.0f;
ball.physicsBody.allowsRotation = NO;

velocity threshold for elastic collision

While I was messing with spritekit, I noticed that even the restitution is set to 1.0 (with linearDamping and friction both 0), if the node's velocity is small, it will not bounce. E.g. in the code below, I create an edge on the left, and have a ball hit the edge. I noticed that in the x direction, whenever the velocity is larger than 150, the ball will bounce; otherwise it'll just stick to the wall and stop moving.
So I am wondering, is there a way to change this threshold so that the ball can bounce even with a low speed? Thanks!
self.physicsWorld.gravity = CGVectorMake(0, 0);
SKNode *leftEdge = [[SKNode alloc] init];
leftEdge.physicsBody = [SKPhysicsBody bodyWithEdgeFromPoint:CGPointZero toPoint:CGPointMake(0.0, self.size.height)];
leftEdge.position = CGPointZero;
[self addChild:leftEdge];
SKShapeNode *ball = [SKShapeNode shapeNodeWithCircleOfRadius:30];
ball.position = CGPointMake(self.size.width * 0.3, self.size.height * 0.5);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:30];
ball.physicsBody.velocity = CGVectorMake(-150, 0.0);//not bounce
ball.physicsBody.restitution = 1.0;
ball.physicsBody.friction = 0.0;
ball.physicsBody.linearDamping = 0.0;
[self addChild:ball];
When two bodies collide both of their restitution and friction (as well as many other) properties are taken into account. So give the wall a restitution of 1 and a friction of 0 for an elastic collision.

iOS - SpriteKit : ApplyImpulse not working on SKSpriteNode

I'm kind of new with SpriteKit and I'm having some troubles with the physics, I've tried many things to make a SKSpriteNode move with a force or an impulse but it never moves, only gravity affects it when i set it.
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.anchorPoint = CGPointMake(0.5, 0.5);
myWorld = [SKNode node];
[self addChild:myWorld];
SKSpriteNode* map = [SKSpriteNode spriteNodeWithImageNamed:#"grass"];
[myWorld addChild:map];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:map.frame];
self.physicsBody.friction = 0.0f;
self.physicsBody.categoryBitMask = 2;
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0);
self.physicsWorld.contactDelegate = self;
pointOfView = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithWhite:1 alpha:0.2] size:CGSizeMake(300, 548)];
[myWorld addChild:pointOfView];
pointOfView.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:pointOfView.frame.size];
pointOfView.physicsBody.friction = 0.0f;
pointOfView.physicsBody.restitution = 1.0f;
pointOfView.physicsBody.linearDamping = 0.0f;
pointOfView.physicsBody.allowsRotation = NO;
pointOfView.physicsBody.collisionBitMask = 2;
pointOfView.physicsBody.categoryBitMask = 3;
[pointOfView.physicsBody applyImpulse:CGVectorMake(10.0f, -10.0f)];
}
return self;
}
Here is most of my code in my main scene, there's nothing else except some empty methods like update or touchesBegan.. Am I missing something ? I've tried so many things, i'm starting to lose it haha
Thanks very much for any help !
It's a bit late, but the answer is here: Not able to apply impulse to SKSpriteNode physics body
The problem is that you've created a physics body with bodyWithEdgeLoopFromRect; this creates a static physics body which won't respond to applyImpulse. You need to add the physics body using bodyWithRectangleOfSize: instead.
pointOfView.physicsBody.dynamic = YES;
The dynamic property decides if a sprite should be affected by physics forces.
you have written wrong code your pointOfView not affected by gravity you are just applying a small impusle on it.
change this line self.physicsWorld.gravity = CGVectorMake(0.0, 0.0) to self.physicsWorld.gravity = CGVectorMake(0.0, -9.8); if u looking for negative gravity towards up direction and CGVectorMake(0.0, 9.8) if you looking for positive gravity towards downwards. and try to apply impulse after a interval [pointOfView.physicsBody applyImpulse:CGVectorMake(10.0f, -10.0f)];

How can I apply physics to a SKShapeNode in Sprite Kit?

In the following example, there are three things on the screen:
ball (a SKShapeNode)
spriteContainer (a SKSpriteNode that contains ball2, a SKShapeNode)
box (a SKSpriteNode)
Why does ball fall out of view? Does a SKShapeNode need to be inside a SKSpriteNode to have physics properly applied to it?
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
SKColor * warmRed = [SKColor colorWithRed:0.99 green:0.41 blue:0.25 alpha:1.0];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.backgroundColor = warmRed;
//falls out of view
SKShapeNode * ball = [[SKShapeNode alloc] init];
CGMutablePathRef ballPath = CGPathCreateMutable();
CGPathAddArc(ballPath, NULL, size.width-40, self.size.height/2, 20, 0, M_PI*2, YES);
ball.path = ballPath;
ball.lineWidth = 2;
ball.fillColor = warmRed;
ball.strokeColor = [SKColor whiteColor];
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:20];
[self addChild:ball];
//lands on bottom of screen
SKShapeNode * ball2 = [[SKShapeNode alloc] init];
CGMutablePathRef ball2Path = CGPathCreateMutable();
CGPathAddArc(ball2Path, NULL, 0, 0, 20, 0, M_PI*2, YES);
ball2.path = ball2Path;
ball2.lineWidth = 2;
ball2.fillColor = warmRed;
ball2.strokeColor = [SKColor whiteColor];
CGSize spriteContainerSize = CGSizeMake(40,40);
CGPoint spriteContainerPosition = CGPointMake(size.width/2, size.height/2);
SKSpriteNode * spriteContainer = [SKSpriteNode spriteNodeWithColor:[SKColor blackColor] size:spriteContainerSize];
spriteContainer.position = spriteContainerPosition;
spriteContainer.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:spriteContainerSize];
[spriteContainer addChild:ball2];
[self addChild:spriteContainer];
//lands on bottom of screen
CGSize boxSize = CGSizeMake(40,40);
CGPoint boxPosition = CGPointMake(boxSize.width, size.height/2);
SKSpriteNode * box = [SKSpriteNode spriteNodeWithColor:[SKColor blackColor] size:boxSize];
box.position = boxPosition;
box.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:boxSize];
[self addChild:box];
}
return self;
}
Screenshot:
https://dl.dropboxusercontent.com/u/164157126/example.jpg
Note that you don't set a position for the node which falls off the screen, but set a position for the other two nodes you create.
The default position of a node is 0,0. Your ball will appear at the bottom left of the scene, and since it is over the edge body you defined, will fall off immediately.
Set the ball's position appropriately so that it does not intersect the edge of the screen, and the ball will not fall off.

SpriteKit: unexpected physics issue

I want a ball-sprite jump off the ground each time to the same height. But with every jump the maximum height position of the ball increases.
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
SKNode *ground = [SKNode node];
ground.physicsBody = [SKPhysicsBody bodyWithEdgeFromPoint:CGPointZero toPoint:CGPointMake(CGRectGetMaxX(self.frame), 0)];
[self addChild:ground];
SKShapeNode *ball = [[SKShapeNode alloc] init];
CGMutablePathRef myPath = CGPathCreateMutable();
CGPathAddArc(myPath, NULL, 0, 0, 30, 0, M_PI*2, YES);
ball.path = myPath;
ball.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMaxY(self.frame)-100);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.frame.size.width/2];
ball.physicsBody.linearDamping = 0.0;
ball.physicsBody.restitution = 1.0;
[self addChild:ball];
}
return self;
}
Any suggestions?
Look at setting both the restitution and friction on both bodies, not just the ball. If it's growing and not shrinking though, there is likely an error with the physics bodies. SKShapeNode is notoriously unreliable in my testing - I would look into using SKSpriteNode instead to maintain your sanity.

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