UPDATE: I have solved the problem, and figured out a more simplified way to do this then the answer provided. My solution was to make the velocity of the SP
You can save yourself a lot of trouble by using: myShip.physicsBody.applyImpluse(vector). It works by acting as if you gave myShip a push in the direction vector points. If you calculate vector as the x distance from your last touch location to myShip, then it'll accelerate, decelerate, change direction, etc. pretty close to the way you're describing because it'll be giving it little pushes in the right direction on each update.
Basically you store the last touch location then, in your update function, you calculate the CGVector pointing from myShip to lastTouch and apply that as an impulse to your physics body.
Something like:
var lastTouch: CGPoint? = nil
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
lastTouch = touchLocation
}
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
lastTouch = touchLocation
}
// Be sure to clear lastTouch when touches end so that the impulses stop being applies
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
lastTouch = nil
}
override func update(currentTime: CFTimeInterval) {
// Only add an impulse if there's a lastTouch stored
if let touch = lastTouch {
let impulseVector = CGVector(touch.x - myShip.position.x, 0)
// If myShip starts moving too fast or too slow, you can multiply impulseVector by a constant or clamp its range
myShip.physicsBody.applyImpluse(impulseVector)
}
}
You'll also probably want to play with the linearDamping and angularDamping values on myShip.physicsBody. They'll help determine how fast myShip accelerates and decelerates.
I maxed out the values at 1.0 in my app:
myShip.physicsBody.linearDamping = 1.0
myShip.physicsBody.angularDamping = 1.0
If myShip doesn't stop fast enough for you, you can also try applying some breaking in your update function:
override func update(currentTime: CFTimeInterval) {
// Only add an impulse if there's a lastTouch stored
if let touch = lastTouch {
let impulseVector = CGVector(touch.x - myShip.position.x, 0)
// If myShip starts moving too fast or too slow, you can multiply impulseVector by a constant or clamp its range
myShip.physicsBody.applyImpluse(impulseVector)
} else if !myShip.physicsBody.resting {
// Adjust the -0.5 constant accordingly
let impulseVector = CGVector(myShip.physicsBody.velocity.dx * -0.5, 0)
myShip.physicsBody.applyImpulse(impulseVector)
}
}