import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let border = SKPhysicsBody(edgeLoopFromRect: self.frame)
border.friction = 0
self.physicsBody = border
self.physicsWorld.gravity = CGVectorMake(0, 0)
let ball = childNodeWithName ("ball") as SKSpriteNode
ball.physicsBody?.applyImpulse(CGVectorMake(30, -30))
ball.physicsBody?.allowsRotation = false
ball.physicsBody?.restitution = 1
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.angularDamping = 0
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
} }