friction: This sets how “slippery” an object is. Values can range from 0.0 (thebody slides smoothly along surfaces like an ice cube) to 1.0 (the body is quicklystopped while sliding along surfaces). The default value is 0.2.
•dynamic: Sometimes you want to use physics bodies for collision detection, butmove the node yourself with manual movement or actions. If this is what youwant, simply set dynamic tofalse, and the physics engine will ignore all forcesand impulses on the physics body and let you move the node yourself.
•usesPreciseCollisionDetection: By default, Sprite Kit does not perform precisecollision detection, because it’s faster to avoid doing this unless absolutelynecessary. However, this has a side effect in that if an object is moving veryquickly (like a bullet), it might pass through another object. If this ever occurs,you should try turning this flag on to enable more accurate collision detection.
•allowsRotation: Sometimes you might have a sprite that you want the physicsengine to simulate, but never rotate. If this is the case, simply set this flag tofalse.
•linearDampingandangularDamping: These values affect how much the linearvelocity (translation) or angular velocity (rotation) decreases over time. Valuescan range from 0.0 (the speed never decreases) to 1.0 (the speed decreasesimmediately). The default value is 0.1.
•affectedByGravity: All objects default as affected by gravity, but you can setthis off for a body simply by setting this tofalse.
•resting: The physics engine has an optimization where objects that haven’tmoved in a while are flagged as ‘resting’ so the physics engine does not have toperform calculations on them any more. If you ever need to “wake up” a restingobject manually, simply set this flag tofalse.
•mass and area: These are automatically calculated for you based on the shapeand density of the physics body. However, if you ever need to manually overridethese values, they are here for you.
•node: The physics body has a handy pointer back to the SKNodeit belongs to.