I have four squares in the middle of my scene set up with various anchor points. When tapped, they move together and come apart depending on what position:
func rotate(angle : CGFloat, animated : Bool) {
var rotateAction : SKAction!
if animated {
rotateAction = SKAction.rotateByAngle(angle, duration: 0.6)
}
else {
rotateAction = SKAction.rotateByAngle(angle, duration: 0)
}
for node in self.children as! [SKSpriteNode] {
node.runAction(rotateAction)
}
}
}
The problem I have is that that the physics bodies of the nodes are strictly staying on the anchor points and not the nodes themselves which is giving me a mess of problems. How can I make it so that I can have the anchor point that I want for each node and make the physics bodies directly stay on the nodes? Will post more code if necessary.