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Instead of updating your velocity by initialising x and y subcomponents and calculating velocity as average of last position and current position, try using this format CGPoint velocity = CGPointMake(0, 1); // Move up CGPoint velocity = CGPointMake(0, -1); // Move down CGPoint velocity = CGPointMake(1, 0); // Move right CGPoint velocity = CGPointMake(-1, ...


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The direction of axes is really arbitrary, that is, a matter of convention. Traditionally, in 2D graphics, the x-axis goes left to right and the y-axis top to bottom. This is because of the scanline of your monitor which follows the reading order of Western languages. In 3D graphics, the coordinate systems typically have the x-axis like in 2D, but the ...


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It's a question of semantics. How your local coordinate system is build is your own preferebly choice. In the web browser for example origo is located in the top-left corner, which usually adapts in web-based games. So, to answer your qestion; no it doesn't matter. As long as you understand your code and are using the tools as they are intended. If you have ...



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