Reputation: 233
I am making a game which have a square that moves from left to right, and at first I was using applyForce
to do so, but I didn't like the results because it was not sensitive enough. Then I changed to velocity
:
func motionSensorUpdate(currentTime: CFTimeInterval){
let square = childNodeWithName(ksquarename) as! SKSpriteNode
updateSquare(currentTime, Square: square)
if let data = motionManager.accelerometerData {
if CGFloat(data.acceleration.x) > 0.2 {
square.physicsBody!.velocity = CGVectorMake(200, -200)
} else if CGFloat(data.acceleration.x) < 0.2 {
square.physicsBody!.velocity = CGVectorMake(-200, -200)
}
}
}
The problem now is that it's too sensitive. So, if I'm not moving the cellphone it would still move the object. How do I fix it without moving back to applyforce
?
Upvotes: 0
Views: 543
Reputation: 22939
Try:
let multiplier = 200.0
let x = data.acceleration.x
if x > 0.2 {
square.physicsBody!.velocity = CGVector(dx: x * multiplier, dy: -200)
} else if x < 0.2 {
square.physicsBody!.velocity = CGVector(dx: x * multiplier, dy: -200)
}
The above will vary the speed of the node depending on how much the device is tiled; just change multiplier
to change the sensitivity.
Upvotes: 1