I need to know how to make a ball slow down after two or three seconds to apply an impulse
func setupPlayer(){
player = SKSpriteNode(imageNamed: "ball")
player.anchorPoint = CGPoint(x: 0.5, y: 0.5)
player.position = CGPoint(x: size.width/2, y: playableStart)
let scale: CGFloat = 0.07
player.xScale = scale
player.yScale = scale
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
worlNode.addChild(player)
}
func movePlayer(){
player.physicsBody?.applyImpulse((CGVectorMake( 50, 50)))
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
movePlayer()
}
}
One way to decelerate a physics body is to reduce its velocity over time:
override func update(currentTime: CFTimeInterval) {
// This controls how fast/slow the body decelerates
let slowBy:CGFloat = 0.95
let dx = player.physicsBody!.velocity.dx
let dy = player.physicsBody!.velocity.dy
player.physicsBody?.velocity = CGVectorMake(dx * slowBy, dy * slowBy)
}