Reputation: 41
I recently came across an issue where I would increase the size of a node, but the physics body would remain the same size. I tried to look up solutions to this with no success. How can I make the body scale with the size of the node?
CGPoint location = CGPointMake(randX, -self.frame.size.height - expander.size.height);
SKAction *moveAction = [SKAction moveTo:location duration:randDuration];
SKAction *expandAction = [SKAction resizeToWidth:(expander.size.width * 1.4) height:(expander.size.width * 1.4) duration:1.0];
SKAction *collapseAction = [SKAction resizeToWidth:(expander.size.width) height: (expander.size.height) duration:1.0];
SKAction *doneAction = [SKAction runBlock:(dispatch_block_t)^() {
expander.hidden = YES;
}];
SKAction *expandCollapseAction = [SKAction repeatActionForever:[SKAction sequence:@[expandAction, collapseAction]]];
SKAction *moveExpandAction = [SKAction group:@[moveAction, expandCollapseAction]];
SKAction *moveExpanderActionWithDone = [SKAction sequence: @[moveExpandAction, doneAction ]];
[expander runAction:moveExpanderActionWithDone withKey: @"expanderMoving"];
Upvotes: 4
Views: 735
Reputation: 13665
I thought this won't work, but it looks like that physics body is scaled after all. Here is the code which can reproduce physics body scaling on iOS8 :
- (void)didMoveToView:(SKView *)view {
/* Setup your scene here */
SKSpriteNode *s = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(100,100)];
s.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100);
s.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:s.size];
s.physicsBody.dynamic = YES;
s.physicsBody.affectedByGravity = NO;
[self addChild:s];
[s runAction:[SKAction scaleTo:0.3f duration:5]];
[s.physicsBody applyImpulse:CGVectorMake(0,30)];
}
If I recall correctly , this wasn't worked earlier, but I just tried it and it looks like it work. Still, this is not fully tested and I am not sure if this will mess up the physics simulation. Contact detection will probably work though. I just wanted to show that actual physics bodies are scaled when sprite is scaled . Here is the result:
From the gif above it can be seen that physics body is scaled along with sprite (without re-creating another different sized physics body). The blue bounding box around the sprite is visual representation of sprite's physics body (enabled in view controller with skView.showsPhysics = YES
);
Upvotes: 5
Reputation: 701
this is strange you can do it add physics body before adding it to the SKNode or SKScene for e.g.
SKTexture *texture=[_gameTexture textureNamed:@"mysprite"];
SKSpriteNode *bubble=[SKSpriteNode spriteNodeWithTexture:texture];
bubble.anchorPoint=CGPointMake(0.5,0.5);
//_bubble.name=[@"bubble" stringByAppendingFormat:@"%d ",index];
bubble.name=newcolor;
// _bubble.userInteractionEnabled=YES; _bubble.position=CGPointMake(newPosition.x, newPosition.y);
//
bubble.physicsBody=[SKPhysicsBody bodyWithCircleOfRadius:60];
bubble.physicsBody.dynamic=NO;
bubble.physicsBody.linearDamping=0;
bubble.physicsBody.restitution=0;
bubble.physicsBody.density=1;
bubble.physicsBody.allowsRotation=NO;
bubble.physicsBody.affectedByGravity=NO;
//_bubble.physicsBody.velocity=CGVectorMake([self getRandomNumberBetween:-10 to:7], [self getRandomNumberBetween:-10 to:7]);
// _bubble.physicsBody.usesPreciseCollisionDetection=YES;
bubble.physicsBody.categoryBitMask=ballCategory;
bubble.physicsBody.collisionBitMask=ballCategory | pathCategory ;
bubble.physicsBody.contactTestBitMask=ballCategory | pathCategory ;
[self addChild:_bubble];
bubble.xScale=_bubble.yScale=2;
bubble.alpha=0.5;
Upvotes: -1