TestsTested | ✗ |
LangLanguage | Obj-CObjective C |
License | MIT |
ReleasedLast Release | Apr 2016 |
Maintained by Steve Barnegren.
2D physical water simulation for SpriteKit
Add DynamicWaterNode.h, DynamicWaterNode.m, Droplet.png and Droplets.fsh to your project
Add to your scene:
- (void)didMoveToView:(SKView *)view {
self.waterNode = [[DynamicWaterNode alloc]initWithWidth:self.size.width
numJoints:100
surfaceHeight:kSurfaceHeight
fillColour:[UIColor colorWithRed:0 green:0 blue:1 alpha:0.5]];
self.waterNode.position = CGPointMake(self.size.width/2, 0);
[self addChild:self.waterNode];
}
Step the simulation in your scene’s update method. See demo project for an example of a fixed time step implementation
[self.waterNode update:dt];
Call render: after the simulation has been updated. Only call render once each frame.
[self.waterNode render];
Making splashes:
[self.waterNode splashAtX:100 force:20 width:20];
Various properties of DynamicWaterNode can be changed to control the feel of the water. The demo project includes a settings screen where you can alter these to see their effect.