I can't seem to get a unmovable fixed floor / wall in Sprite Kit.
I have a scene which has an SKNode as a "floor" and when the user presses the screen, a block drops from the touched position onto the "floor". That works well, but when the user adds another lets say 20 blocks or so, suddenly the floor rotates. This is the code for my Floor:
SKSpriteNode *floorNode = [[SKSpriteNode alloc] initWithColor:[SKColor clearColor] size:CGSizeMake(self.size.width*2, 10)];
floorNode.position = CGPointMake(CGRectGetMidX(self.frame), -5);
floorNode.name = @"floor";
floorNode.zPosition = 1;
floorNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:floorNode.size];
floorNode.physicsBody.affectedByGravity = NO;
floorNode.physicsBody.dynamic = NO;
floorNode.physicsBody.usesPreciseCollisionDetection = YES;
return floorNode;
Sorry i'm quite new to Sprite Kit. Does anyone know what's wrong with my code?
EDIT: I've added some images to make the problem a bit more clear. Since it happens in this screen also. Those black spheres you see are flying from left to right like a canonball. I increased the amount of spheres to show the problem occurring. This is the code:
- (SKNode *)newEditButton {
SKLabelNode *editButtonNode = [SKLabelNode labelNodeWithFontNamed:@"chalkduster"];
editButtonNode.text = @"EDIT CASTLE";
editButtonNode.fontSize = 19;
editButtonNode.fontColor = [SKColor darkGrayColor];
editButtonNode.position = CGPointMake(CGRectGetMidX(self.frame) + 110, CGRectGetMidY(self.frame) + 30);
editButtonNode.name = @"edit_button";
editButtonNode.zPosition = 2;
editButtonNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(140, 40)];
editButtonNode.physicsBody.usesPreciseCollisionDetection = YES;
editButtonNode.physicsBody.dynamic = NO;
editButtonNode.physicsBody.affectedByGravity = NO;
SKAction *hover = [SKAction sequence:@[[SKAction moveByX:0 y:6.0 duration:0.9],
[SKAction moveByX:0 y:-6.0 duration:0.9]]];
SKAction *hoverForever = [SKAction repeatActionForever:hover];
[editButtonNode runAction:hoverForever];
return editButtonNode;
}
- (SKNode *)newPlayButton {
SKLabelNode *playButtonNode = [SKLabelNode labelNodeWithFontNamed:@"chalkduster"];
playButtonNode.text = @"SLAUGHTER";
playButtonNode.fontSize = 19;
playButtonNode.fontColor = [SKColor darkGrayColor];
playButtonNode.position = CGPointMake(CGRectGetMidX(self.frame) - 110, CGRectGetMidY(self.frame) + 30);
playButtonNode.name = @"play_button";
playButtonNode.zPosition = 2;
playButtonNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(140, 40)];
playButtonNode.physicsBody.usesPreciseCollisionDetection = YES;
playButtonNode.physicsBody.dynamic = NO;
playButtonNode.physicsBody.affectedByGravity = NO;
SKAction *hover = [SKAction sequence:@[[SKAction moveByX:0 y:6.0 duration:0.9],
[SKAction moveByX:0 y:-6.0 duration:0.9]]];
SKAction *hoverForever = [SKAction repeatActionForever:hover];
[playButtonNode runAction:hoverForever];
return playButtonNode;
}
After a while 5-10 seconds, the "buttons" called "slaughter" and "edit castle" start to rotate everytime a sphere collides with it. But it doesn't seem like it has to do something with physics, because, if it rotates to the left, it's rotation direction will always be left. And if it starts rotating right, it's rotation direction will always be right.
It looks funny though! But not what i want ;-)