I need the ball node to be be initially released in my game in a downwards angle (which is randomly generated each time). I found out the velocity of the ball includes both the direction and speed (please correct me if this is wrong) therefore I generated a random angle and multiplied this by a value such as '0.5' to represent the impulse/speed. My code for this can be seen below:
let minAngle : UInt32 = 181
let maxAngle : UInt32 = 359
let randomAngle = arc4random_uniform(maxAngle - minAngle) + minAngle
let dx:CGFloat = 0.5 * CGFloat(randomAngle)
let dy:CGFloat = 0.5 * CGFloat(randomAngle)
ball.physicsBody?.velocity = CGVector(dx: dx, dy: dy)
However I realised this isn't working as the ball goes in upwards direction. Is my range in-correct or is my method of doing so incorrect? If it is my method how could I guarantee that the ball always is released in a downwards angle (I must also add a speed to the ball)?
Thanks