September 2018
Intermediate to advanced
434 pages
8h 47m
English
We will use physics forces to move our player around the screen. To apply these forces, we must first add a physics body to the player sprite.
When gameplay allows, you should use circles to define your physics bodies—circles are the most efficient shape for the physics simulation and result in the highest frame rate. However, the accuracy of Pierre's shape is very important to our gameplay, and a circle is not a great fit for his shape. Instead, we will assign a special type of physics body, based on his texture.
Apple introduced the ability to define the shape of a physics body with opaque texture pixels in Xcode 6. This is a convenient addition as it allows us ...
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