TL DR: I want to find a way to give an impulse to an object so that the speed of this object is exactly proportional to the size of the scene.
I am currently creating a SpriteKit game that will be available on different screen sizes. My scene resizes to be the same size in pixels as its view ( scene.scaleMode = .ResizeFill), when I ran my game on other devices, the one I developed noticed:
I think I fixed the size problem with simple proportionality: I looked at the objectArea / sceneArea ratio of the scene that had the correct size for the object, and instead of giving fixed sizes to my objects, I just gave them measurements so the ratio is always the same regardless of the area of the scene.
For the speed of the object it was more difficult ...
At first I thought that this was due to the fact that the mass of the physical body is higher, since the object itself is larger, but since I attributed the objects to my mass directly through their mass property, the objects would have the same mass regardless of their size.
I finally realized that just because the screen size is different from this, an object, even moving at the same speed, will move slower on a larger screen.
, , , , - :
force = sqrt(area) * k
k , , ( ).
, . , , ,
, , ?