Hello! Help please, after updating the system to Big Sur, my MacBook Pro 13 began to slow down, previously there were no such problems.
MacBook Pro (Retina, 13-inch, Early 2015)
2,7 GHz 2‑core processor Intel Core i5
8 GB 1867 MHz DDR3
Intel Iris Graphics 6100 1536 MB
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Hello everyone, does anyone know how to fix this problem? When I run iPhone simulator, physics for sprites and touches doesn't work, however on real device everything is fine.
Also the error still appears: Immutable value 'touch' was never used; consider replacing with '_' or removing it
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var knife = SKSpriteNode(imageNamed: "knife")
var target = SKSpriteNode(imageNamed: "target")
override func didMove(to view: SKView) {
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
physicsWorld.contactDelegate = self
spawnKnife()
spawnTarget()
}
func spawnKnife() {
knife.texture?.filteringMode = .nearest
knife.size = CGSize(width: 256, height: 256)
knife.position = CGPoint(x: 0, y: UIScreen.main.bounds.minY - 300)
knife.physicsBody = SKPhysicsBody(texture: knife.texture!, size: knife.size)
knife.physicsBody?.isDynamic = true
addChild(knife)
}
func spawnTarget() {
target.texture?.filteringMode = .nearest
target.size = CGSize(width: 512, height: 256)
target.position = CGPoint(x: 0, y: UIScreen.main.bounds.maxY - 128)
target.physicsBody = SKPhysicsBody(texture: target.texture!, size: target.size)
target.physicsBody?.isDynamic = false
addChild(target)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
knife.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 1000))
}
}