I'm would like to achieve something like Object A will jump to position A in parabolic way. For example:

I am able to make the object jump but i do not know how to calculate to make the object jump to the precise location.

• do you need real physics or fake physics ? – Raxvan Jul 30 '14 at 14:01
• What is the different between real physics and fake physics? which one is better? – tekminewe Jul 30 '14 at 15:17
• "real" physics use Newton's laws of motion and take into account gravity, mass, and other forces. "Fake" physics is just a function that you write out of your head that looks good, something like f(x) = sin( pow(x,0.5f) * Pi);. Consider having point A and B and you want to jump ObjectA from A to B => ObjectA.position = lerp(A,B,Time) + Vector.Up * f(Time) and Time is from 0 to 1. No approach is better than the other, "fake" physics can look better or worse , it all depends on your imagination – Raxvan Jul 30 '14 at 15:35
• Thank you for your explaination. Then how can I achieve that in real physics? – tekminewe Jul 31 '14 at 5:29

SpriteKit uses SKAction objects to accomplish most of its functionality. What you're seeking is SKAction's followPath:duration: action.

The following accomplishes this:

    UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointZero];