
As far as I can tell, each time you complete a combo, two numbers are multiplied to calculate your score. If you can kill several of them in a short period of time, you can build combos that quickly increase your score. The game will still be hard, but this does help a little by slowing the ball down naturally.įinally, we'll be combining three values together to get the ball's contactTestBitMask: the star, the vortex and the finish. In the game Tilt To Live for Iphone, you get points for killing red dots. Second, we're going to give the ball a linearDamping value of 0.5, which applies a lot of friction to its movement. This is useful here because the ball looks like a marble: it's shiny, and those reflections wouldn't rotate in real life. 56 B.7Plain panel with fixed end design example. 51 B.6Panel with dock-high condition design example, p.

48 B.5Multi-story panel design example, p. 44 B.4Panel with concentrated lateral load design example, p. 39 B.3Panel with concentrated axial load design example, p. We haven't changed that so far, but it does what you might expect – when false, the body no longer rotates. B.2Panel with a 10 x 15 ft door opening design example, p. We're going to add a dedicated createPlayer() method that loads the sprite, gives it circle physics, and adds it to the scene, but it's going to do three other things that are important.įirst, it's going to set the physics body's allowsRotation property to be false.

To get started, add this property so we can reference the player throughout the game: var player: SKSpriteNode!

#Tilt to live sample code how simulator
This course isn't calling Giving Up with Swift, so we're going to add a hack – in the simulator you'll be able to use touch, and on devices you'll have to use tilting. We're going to control this game using the accelerometer that comes as standard on all iPads, but it has a problem: it doesn't come as standard on any Macs, which means we either resign ourselves to testing only on devices or we put in a little hack.
