Using the default physics you will not achieve what you are looking for.
In the definition of Gravity in Spite Kit is clear that is a acceleration, so is no possible to achieve linear speed with it.
A vector that specifies the gravitational acceleration applied to
physics bodies in the physics world.
But, you can have some workarounds to achieve the behavior you want.
- Gravity Acceleration 0, and add speed to the falling object.
- Limit the maximum Speed of an Object.
- Do you own physics
I Think the best way to do it, with gravity working as default, is by limiting the maximum speed.
2 - Limit the maximum Speed
Consulting this post.
In didSimulatePhysics(), you can verify the speed of the object, and limit it.
Like this (Credits to @Andrew, in the original post)
- (void)didSimulatePhysics {
if (node.physicsBody.velocity.x < MAX_SPEED_X) {
node.physicsBody.velocity = CGVectorMake(MAX_SPEED_X, MAX_SPEED_Y);
}
}