Trying to make my SKSpriteNode stay within the frame of a portrait only layout using edgeLoopFromRect: view.frame, and it only bounces off the left side of the frame and still leaves a gap....
Tried with "view", edgeLoopFromRect: frame, and it flew off the screen...
Any help would be appreciated..
func makeShip() {
let ship = playerShip
ship.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
ship.physicsBody = SKPhysicsBody(rectangleOfSize: ship.frame.size)
ship.physicsBody!.dynamic = true
ship.physicsBody!.affectedByGravity = false
ship.physicsBody!.mass = 0.08
addChild(ship)
}
override func didMoveToView(view: SKView) {
makeShip()
physicsBody = SKPhysicsBody(edgeLoopFromRect: view.frame)
motionManager.startAccelerometerUpdates()
}
In override func didMoveToView(view: SKView)
try adding:
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody