I am using Swift and Sprite Kit to develop a game on XCode Beta 6.
In order to detect if all nodes are sleeping, i check their physicsBody.resting property.
In update method i print out the result.
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var hero:SKSpriteNode!
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0, 0)
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect:self.frame)
hero = SKSpriteNode(imageNamed: "Spaceship")
hero.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
hero.zPosition = 10.0
hero.physicsBody = SKPhysicsBody(circleOfRadius: hero.size.width/2)
hero.physicsBody.allowsRotation = false
hero.physicsBody.linearDamping = 0.5
self.addChild(hero)
}
override func update(currentTime: CFTimeInterval) {
if hero.physicsBody.resting {
println("resting")
} else {
println("moving")
}
}
}
To my surprise, the results are:
moving
resting
moving
(n times the same)
moving
resting
So why the hero is moving, although i didn't do anything. The node moves N times and takes a break(resting), after that goes on moving.
Can anyone explain that behaviour? Is that a bug or do i miss something? Thanks in advance.
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