It's my first project with Swift and I'm trying to learn, but I'm stuck and can't find a solution online. Basically, it's a clone of pong, and everything is going good, until now.
My problem it's that I can't understand how to make a sound effect play, once my ball hit the paddles.
Everything else with the collisions is ok, and other sound like the goal one is playing fine. Just can't figure out how i can make a sound play when the two sprites collide.
Here's what I've written:
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.name == "main" && contact.bodyB.node?.name == "ball" || contact.bodyB.node?.name == "main" && contact.bodyA.node?.name == "ball" || contact.bodyA.node?.name == "enemy" && contact.bodyB.node?.name == "ball" || contact.bodyB.node?.name == "enemy" && contact.bodyA.node?.name == "ball" {
ball.run(blipPaddleSound)
}
}
It's all wrong?
I’ve already tried to break the if statement, and already tried with make one of my node run the sound effect (ball.run(‘nameofthesound’). I’ve thought maybe it could be a problem with the file, but other effect don’t play as well in that part of the code. I don’t think there is a problem with the collision, because the ball bounce on the paddle and on the wall without problem
This is the part of the code where I have put all the collision and contact mask:
ball.physicsBody?.contactTestBitMask = 1
ball.physicsBody?.collisionBitMask = 3
ball.physicsBody?.categoryBitMask = 1
main.physicsBody?.contactTestBitMask = 3
main.physicsBody?.collisionBitMask = 1
main.physicsBody?.categoryBitMask = 2
enemy.physicsBody?.contactTestBitMask = 3
enemy.physicsBody?.collisionBitMask = 1
enemy.physicsBody?.categoryBitMask = 2
Most likely you are not setting the SKPhysicsContactDelegate to the Scene
You'll also find that a single collision can fire multiple triggers within the game cycle so you may want to put a variable controlling the sound play so that it doesn't play multiple times per collision
class GameScene: SKScene, SKPhysicsContactDelegate {
private var didCollide = false
func didBegin(_ contact: SKPhysicsContact) {
let object1 = contact.bodyA.node?.name
let object2 = contact.bodyB.node?.name
if object1 == "ball" || object2 == "ball" {
if object1 == "main" || object2 == "main" || object1 == "enemy"|| object2 == "enemy" {
//check if we have just collided within the last 0.3 seconds
if !didCollide {
//set the marker to true so that the sound doesn't repeatedly fire
didCollide = true
//play the sound
ball.run(blipPaddleSound)
//wait 0.3 seconds (give the ball a chance to move away from the object)
self.run(.wait(forDuration: 0.3) {
self.didCollide = false
}
}
}
}
}
}
Related
I'm working on a platform game where the character can climb ladders. Since the total length of each ladder varies, I have several ladders stacked on top of each other in SceneEditor. Upon entering a ladder, the contact delegate works fine and my code allows the character to move up the ladder. The problem I'm having is that as soon as the character moves off the first ladder segment, the didEnd method fires even though the character has entered the next ladder segment. I've gotten around it by given the ladder segments different category masks. Is this the only way to do it?
try overlapping the ladders by 1 rung, and then set a count whenever didBegin contact is fired increase the value by 1 whenever didEnd is called decrease the value by 1. at the end of the didEnd func check if onladderCount == 0. if it is, trigger whatever code is supposed to fire when the player is not on a ladder.
this assumes that you have a ladder class, and will have to put a property in the ladder class for onLadder to ensure that the += 1 isn't called multiple times.
var onladderCount: Int = 0
func didBegin(_ contact: SKPhysicsContact) {
let contactAName = contact.bodyA.node?.name
let contactBName = contact.bodyB.node?.name
if (contactAName == "ladder") || (contactBName == "ladder") {
let ladder: Ladder? = (contact.bodyA.categoryBitMask == PhysicsCategory. ladder ? (contact.bodyA.node as? Ladder) : (contact.bodyB.node as? Ladder))
if !ladder.onLadder {
ladder.onLadder = true
onladderCount += 1
}
}
}
func didEnd(_ contact: SKPhysicsContact) {
let contactAName = contact.bodyA.node?.name
let contactBName = contact.bodyB.node?.name
if (contactAName == "ladder") || (contactBName == "ladder") {
let ladder: Ladder? = (contact.bodyA.categoryBitMask == PhysicsCategory. ladder ? (contact.bodyA.node as? Ladder) : (contact.bodyB.node as? Ladder))
if ladder.onLadder {
ladder.onLadder = false
onladderCount -= 1
}
}
if onladderCount == 0 {
//trigger whatever code happens when they leave a ladder
}
}
I have a question about the collision I am making for my emitter to spawn. When the collision happens, the app crashes. but from the research I've been doing, I don't see what's wrong.
Collision:
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1{
print("END GAME")
let dieexplostionNode = SKEmitterNode(fileNamed: "Explode")
player.addChild(dieexplostionNode!)
}
Am I missing something for the emitter to spawn? Every time it collides it crashes.
Based on your comment on the answer above I think an Action is what you need.
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1{
print("END GAME")
dieexplostionNode = SKEmitterNode(fileNamed: "Explosion.sks"){
dieexplostionNode.targetNode = self
//dieexplostionNode.position = player.position - no need for this!
// add 3 actions
let wait = SKAction.wait(forDuration: 2)
let addExplosion = SKAction.run {
self.player.addChild(dieexplostionNode!)
}
let removeExplosion = SKAction.run {
dieexplostionNode?.removeFromParent()
}
// put them in a sequence.
let seq = SKAction.sequence([addExplosion,wait,removeExplosion])
// run the sequence
self.run(seq)
}
this will add the dieexplostionNode to the player. then wait for 2 seconds. then remove the dieexplostionNode
Are you confusing SceneKit with SpriteKit?
SCN files/Abreviations are used in SceneKit
If you want to add a SpriteKit Particle Emitter file.
File -> New -> IOS/OSX -> Resource -> SpriteKit Particle File
My Swift game uses SpriteKit and SKPhysics to animate a small red ball that frequently collides with other physicsBodys over the course of the game. I want to create an natural sounding bounce sound effect whenever the ball collides. I currently have a rather disorderly method for doing this, and there's a significant lag noticeable while employing it that disappears when I disable sounds:
var bounceSoundPlayers = [AVAudioPlayer!]()
func buildBounceSound() {
let path = Bundle.main.path(forResource: "Bounce.mp3", ofType:nil)!
let url = URL(fileURLWithPath: path)
for _ in 0...2 {
do {
let sound = try AVAudioPlayer(contentsOf: url)
sound.prepareToPlay()
bounceSoundPlayers.append(sound)
} catch {
fatalError("couldn't load music file")
}
}
}
This creates three AVAudioPlayers with sound "Bounce.mp3" and runs the prepareToPlay() method on them. Then it stores them in an array called bounceSoundPlayers so I can use them later. Then I have a didBeginContact method that is called whenever anything collides with anything:
func didBegin(_ contact: SKPhysicsContact) {
if contact.collisionImpulse > 0.45 && defaults.bool(forKey: "SFX") {
if ((contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "permeable platform") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "permeable platform") ||
(contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "ring") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "ring"))
&&
ball.collidingWithPermeable {
playBounceSound(contact.collisionImpulse/8<=1 ? contact.collisionImpulse/8 : 1)
}
if (contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "impermeable platform") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "impermeable platform") ||
(contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "wall") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "wall") {
playBounceSound(contact.collisionImpulse/5<=1 ? contact.collisionImpulse/5 : 1)
}
}
}
Basically what this method does is it checks each collision, and if the ball collides with the right kind of platform or wall, it calls the method playBounceSound(volume: CGFloat) with a volume proportional to the force of the collision. So if the ball collides with a platform lightly, the volume is quieter than if it's a really strong collision. Here's the playBounceSound method:
var bouncePlayerIndex = Int(0)
func playBounceSound(_ volume: CGFloat) {
let previousIndex = bouncePlayerIndex - 1 >= 0 ? bouncePlayerIndex - 1 : 2
if bounceSoundPlayer[previousIndex].isPlaying {
if bounceSoundPlayer[previousIndex].currentTime > 0.1 {
bounceSoundPlayer[bouncePlayerIndex].volume = Float(volume)
bounceSoundPlayer[bouncePlayerIndex].play()
}
}
else {
bounceSoundPlayer[bouncePlayerIndex].volume = Float(volume)
bounceSoundPlayer[bouncePlayerIndex].play()
}
bouncePlayerIndex += 1
if bouncePlayerIndex > 2 {bouncePlayerIndex = 0}
}
Basically what this method does is it cycles through the three AVAudioPlayers we created earlier by using an index integer. Every time it's called, it tells the bounceSoundPlayer at bouncePlayerIndex to play() at the given volume. Then it increments bouncePlayerIndex so that next time it's called, it uses a different AVAudioPlayer. If bouncePlayerIndex > 2, it goes back to 0. Using three AVAudioPlayers allows me to play multiple bounces simultaneous — i.e. a bounce sound can begin before the last one ended, such as when the ball lands on a platform and bounces high, then lower and lower and more frequently, until it stops bouncing.
I'm sure there's a better way of doing this than with an array of AVAudioPlayers. Please help.
Swift 3
This is the best way I have found to play sounds. They can overlap and you can play as many as you want at the same time. Fast and simple.
1.) Make sure you import the framework
import AVFoundation
2.) Create the function
// my sound file is named shatter.mp3
func shatterSound() {
if let soundURL = Bundle.main.url(forResource: "shatter", withExtension: "mp3") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
}
3.) Call the function where you need it with
shatterSound()
I'm making my first game with Swift and SpriteKit and while I've had collisions working properly for some time now, I recently noticed a huge bug. My collisions can either be the user with and enemy (spaceship against alien) user shooting an enemy (laser against alien). The latter works fine, but recently the collision detection when the ship touches an alien hasn't been working-- normally the alien should be removed from the scene when it touches the so that only a single life (1 of 3 total) is removed. However, the ship looses 3-6 lives upon touch now. Here's the code and where I'd assume the problem is:
This is one of a few contact functions that is then called in the general contact method.
func alien_ship_contact(contact:SKPhysicsContact){
var alien:SKNode? = nil
if contact.bodyA.categoryBitMask == PhysicsCategory.Alien && contact.bodyB.categoryBitMask == PhysicsCategory.Ship{
alien = contact.bodyA.node
}
else if contact.bodyB.categoryBitMask == PhysicsCategory.Alien && contact.bodyA.categoryBitMask == PhysicsCategory.Ship{
alien = contact.bodyB.node
}
else{
return
}
killOffAlien((alien)!)
aliensKilled = aliensKilled + 1
shipLives = shipLives-1
aShip.lives = aShip.lives - 1
print("ship/alien contact")
}
Here is the killOffAlien function:
func killOffAlien(alien:SKNode){
print("Kill off")
//alien.removeFromParent()
func stopMotion(){
alien.physicsBody?.categoryBitMask = 0
alien.physicsBody?.collisionBitMask = 0
alien.physicsBody?.contactTestBitMask = 0
alien.physicsBody?.dynamic = false
alien.physicsBody?.velocity = CGVector(dx:0, dy:0)
alien.removeActionForKey("facialMotion")
}
func removeAlien(){
alien.removeFromParent()
}
let stopMoving = SKAction.runBlock(stopMotion)
let fadeOut = SKAction.fadeOutWithDuration(1)
let removeFromParent = SKAction.runBlock(removeAlien)
let die = SKAction.sequence([stopMoving, fadeOut, removeFromParent])
alien.runAction(die)
}
And here is the general contact method:
func didBeginContact(contact:SKPhysicsContact){
alien_laser_contact(contact)
alien_ship_contact(contact)
....
Any help would be awesome, I would think that upon initial contact the alien has it's bitmask set off from Alien so that in itself would prevent future collisions as every alien should only be able to remove at max one life from the ship.
Alright, so I have contact detection set up between 2 nodes - savior and chicken1. This is set up here:
//This is within GameScene class
var screenTouches = Bool()
enum ColliderType:UInt32 {
case Savior = 1
case Chicken1 = 2
}
savior.physicsBody?.categoryBitMask = ColliderType.Savior.toRaw()
savior.physicsBody?.contactTestBitMask = ColliderType.Chicken1.toRaw()
savior.physicsBody?.collisionBitMask = ColliderType.Chicken1.toRaw()
chicken1.physicsBody?.categoryBitMask = ColliderType.Chicken1.toRaw()
chicken1.physicsBody?.contactTestBitMask = ColliderType.Savior.toRaw()
chicken1.physicsBody?.collisionBitMask = ColliderType.Savior.toRaw()
//This is outside of Gamescene class
//Collision detection
func didBeginContact(contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == ColliderType.Savior.toRaw() && contact.bodyB.categoryBitMask == ColliderType.Chicken1.toRaw() ) {
chicken1.hidden = true
let chickenGrabbedLeft = SKAction.moveTo(CGPointMake(self.size.width * 0.1,self.size.height * 1.2), duration:0)
chicken1.runAction(chickenGrabbedLeft)
println("contact made")
} else if (contact.bodyA.categoryBitMask == ColliderType.Chicken1.toRaw() && contact.bodyB.categoryBitMask == ColliderType.Savior.toRaw()) {
chicken1.hidden = true
let chickenGrabbedLeft = SKAction.moveTo(CGPointMake(self.size.width * 0.1,self.size.height * 1.2), duration:0)
chicken1.runAction(chickenGrabbedLeft)
println("contact made")
}
}
When savior comes in contact with chicken1, I need it to look like chicken1 has disappeared. As it is, I have it so that chicken1 becomes hidden when it touches savior, but this isn't enough because savior still collides with it and the user can tell that the object is still there even if it isn't visible.
I don't want to delete chicken1 because I still need it to be present within the game. So I am now trying to get chicken1 to move back to its starting position (which is offscreen) when it touches savior. I did this by placing the SKAction in the above function.
It is not working. When savior touches chicken1, chicken1 still just gets hidden. It doesn't move. What should I do?
From your question, I assume that your function still runs even when chicken1 becomes hidden.
What you can do is to use a BOOL that changes to true when savior comes into contact with chicken1 and use that as a condition before running your action and change it back to false when you want it to no longer interact with those objects.