I'm trying to set a SKShapeNode
that rotating around fixed point depend on user's swipe gesture. to do so i'm using the code that answered here.
when I set the node as a rectangle - it's working just fine, the problem is when I trying to set the node as a circle (as I needed it to be). I have no idea why its happening, and what makes the difference.
here is the code that works (SKShapeNode
as a rectangle):
override func didMove(to view: SKView) {
let ball = SKShapeNode(rect: CGRect(x: 100, y: 100, width: 100, height: 100))
ball.fillColor = SKColor.red
ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
ball.name = "BALL"
ball.physicsBody = SKPhysicsBody(circleOfRadius: 200)
ball.physicsBody?.angularDamping = 0.25
ball.physicsBody?.pinned = true
ball.physicsBody?.affectedByGravity = false
self.addChild(ball)
let om = 5.0
let er = 4.0
let omer = atan2(om, er)
print("om = \(om), er = \(er), atan2(omer) = \(omer)")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in:self)
let node = atPoint(location)
if node.name == "BALL" {
let dx = location.x - node.position.x
let dy = location.y - node.position.y
// Store angle and current time
startingAngle = atan2(dy, dx)
startingTime = touch.timestamp
node.physicsBody?.angularVelocity = 0
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in:self)
let node = atPoint(location)
if node.name == "BALL" {
let dx = location.x - node.position.x
let dy = location.y - node.position.y
let angle = atan2(dy, dx)
// Calculate angular velocity; handle wrap at pi/-pi
var deltaAngle = angle - startingAngle!
if abs(deltaAngle) > CGFloat.pi {
if (deltaAngle > 0) {
deltaAngle = deltaAngle - CGFloat.pi * 2
}
else {
deltaAngle = deltaAngle + CGFloat.pi * 2
}
}
let dt = CGFloat(touch.timestamp - startingTime!)
let velocity = deltaAngle / dt
node.physicsBody?.angularVelocity = velocity
// Update angle and time
startingAngle = angle
startingTime = touch.timestamp
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
startingAngle = nil
startingTime = nil
}
but when i change the SKShapeNode
(inside my didMove
function) to circle is just dont work - here is the changed code:
override func didMove(to view: SKView) {
let ball = SKShapeNode(circleOfRadius: 200)
ball.fillColor = SKColor.red
ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
ball.name = "BALL"
ball.physicsBody = SKPhysicsBody(circleOfRadius: 200)
ball.physicsBody?.angularDamping = 0.25
ball.physicsBody?.pinned = true
ball.physicsBody?.affectedByGravity = false
self.addChild(ball)
}
does anyone see/ know what am I dong wrong?