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physicsdebugger's Issues

Circular physicbodies fail in 64-bit iOS Simulator

Again, I've put this as a separate issue to keep things clear:

bodyWithCircleOfRadius produces malloc error, as in the following code for example (and also in the demo project)

    //a sprite with a circle physicsBody
    SKSpriteNode* ball = [SKSpriteNode spriteNodeWithImageNamed:@"ball"];
    ball.name = @"ball";
    ball.position = CGPointMake(self.size.width/2,self.size.height-1);
    ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
    [self addChild:ball];

This is the error:
http://d.pr/i/Lhr7

PhysicsDebugger(52095,0x10214c310) malloc: *** error for object 0x109f52e90: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug

The error occurs with 64-bit simulators but not the 32-bit ones - any ideas?

Thanks!

Steve

PhysicsDebug boxes not showing or mis-sized if in child node of scene

I thought I would open a separate issue to keep things clear.

I did some tests and it looks like all nodes must be direct children of the scene to work. So for example the code below will fail.

Is this a bug? Just wondering as Apple's Adventure example actively encourage people to put nodes under layers, and a car would for example have many children nodes.

Steve

    SKNode *layer = [[SKNode alloc] init];
    [self addChild:layer];

    //a sprite with a rectangle physicsBody
    SKSpriteNode* box = [SKSpriteNode spriteNodeWithImageNamed:@"mole"];
    box.name = @"box";
    box.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(80, 80)];
    box.physicsBody.mass = 0.1;
    box.position = CGPointMake(self.size.width/2,self.size.height-10);
    [layer addChild:box];

SKPhysicsJoints!!

The thing that I need most of all is some form of physics debugging for SKPhysicsJoint classes.

Any chance you could add support for them?!

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