ios - SKSpriteNode ignoring physics deactivation -


i have node placed under screen , works platform. node touches node boolean set no. when define node skphysicsbody properties collision node ignores affectedbygravity property.

my code:

+ (void)addnewnodeto:(sknode *)parentnode {     //correct image size     skspritenode *desertbottom = [skspritenode node];     desertbottom = [[skspritenode alloc] initwithimagenamed:@"giraffe.png"];      desertbottom.position = cgpointmake(0, -200);     desertbottom.zposition = 2;       desertbottom.physicsbody.collisionbitmask = liontype;     desertbottom.physicsbody.categorybitmask = terraintype;     desertbottom.physicsbody.contacttestbitmask = liontype;       desertbottom.zposition = 2;     desertbottom.physicsbody = [skphysicsbody bodywithrectangleofsize:cgsizemake(desertbottom.size.width, desertbottom.size.height)];     desertbottom.physicsbody.dynamic = yes;     desertbottom.physicsbody.affectedbygravity = no;       [parentnode addchild:desertbottom]; } 

my collision methods:

- (void)didbegincontact:(skphysicscontact *)contact {     uint32_t collision = (contact.bodya.categorybitmask | contact.bodyb.categorybitmask);      if (collision == (liontype | terraintype)) {         self.lionnode.lionisjumping = no;         nslog(@"%i", self.lionnode.lionisjumping);     } }  - (void)didendcontact:(skphysicscontact *)contact {     uint32_t collision = (contact.bodya.categorybitmask | contact.bodyb.categorybitmask);      if (collision == (liontype | terraintype)) {         self.lionnode.lionisjumping = yes;         nslog(@"%i", self.lionnode.lionisjumping);     } } 

a physics body has velocity. gravity changes velocity on time. if body traveling @ velocity due gravity, , disable gravity, continue move according current velocity no longer gain additional speed gravity.

my guess expect body stop when disabling gravity. if that's want can manually setting y component of velocity zero:

skphysicsbody* body = desertbottom.physicsbody; body.velocity = cgvectormake(body.velocity.x, 0.0); 

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