There are probably two issues in play here:
Two bodies are involved in the collision when the ball bounces -- the ball and the edge loop that it bounces off of. For no energy to be lost in the collision, you probably want zero friction and restitution on both bodies.
Even if you do that, though, many physics engines (including SpriteKit's) have trouble with situations like this because of floating point rounding errors. I've found that when I want a body to keep a constant speed after a collision, it's best to force it to -- use a didEndContact:
or didSimulatePhysics
handler to reset the moving body's velocity so it's going the same speed it was before the collision (but in the opposite direction).
If you just have a ball bouncing up and down, that velocity reset is easy: just negate the vertical component of the velocity vector:
ball.physicsBody.velocity = CGVectorMake(0, -ball.physicsBody.velocity.dy);
If you're bouncing off an angled surface, it's slightly more complicated: normalize the velocity vector (i.e. scale it so its magnitude is 1.0) to get the direction after the collision, then scale that to make it the speed you want. When I'm doing that kind of vector math, I like to convert the vectors to GLKVector2
so I can use the fast math functions from the GLKit framework:
GLKVector2 velocity = GLKVector2Make(ball.physicsBody.velocity.dx, ball.physicsBody.velocity.dy);
GLKVector2 direction = GLKVector2Normalize(velocity);
GLKVector2 newVelocity = GLKVector2MultiplyScalar(direction, newSpeed);
ball.physicsBody.velocity = CGVectorMake(newVelocity.x, newVelocity.y);
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