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SpriteKit iPhone/iPad different resolution, need same physics

As I am porting an iPhone app that uses SpriteKit to iPad, I have been able to scale all the screen elements and font sizes using the height ratio of the iPhone 5 to iPad screen.

Everything looks proportional, except for the physics since there is more area.

So the question is, how do I scale the physics along with the screen using that height ratio?

Perhaps changing density or mass of all the nodes? How would I do it, mathematically using the ratio so that it is perfect?

like image 945
Edward Avatar asked Feb 14 '14 23:02

Edward


1 Answers

You can configure the SKPhysicsWorld object attached to the SKScene.
It changes:

  • The gravity property that applies an acceleration to volume-based bodies in the simulation.
  • The speed property determines the rate at which the simulation runs.

You can set those properties to values that seems good to you on an iPad. Changing the Physic World changes physics for all SKObjects.

like image 187
Vincent Dondain Avatar answered Nov 15 '22 18:11

Vincent Dondain