SpriteKit node going through wall - swift

I'm working on an Xcode Playground and I'm having some problems with SpriteKit collisions.
The first box has a mass of 1 and the second box has a mass of 100000 (when the latter is 100, for example, everything works fine). The collisions are elastic (restitution was set to 1) and there is no friction or damping at all.
Here is the code for my scene (ColliderType is just an enum for the categories):
class GameScene: SKScene {
private var wall: SKSpriteNode!
private var floor: SKSpriteNode!
private var box1: SKSpriteNode!
private var box2: SKSpriteNode!
override func didMove(to view: SKView) {
self.backgroundColor = .white
wall = SKSpriteNode(color: SKColor.black, size: CGSize(width: 10, height: self.frame.height))
wall.position = CGPoint(x: 100, y: self.frame.height/2)
wall.physicsBody = SKPhysicsBody(rectangleOf: wall.frame.size)
wall.physicsBody?.isDynamic = false
floor = SKSpriteNode(color: SKColor.black, size: CGSize(width: self.frame.width, height: 10))
floor.position = CGPoint(x: self.frame.width/2, y: 100)
floor.physicsBody = SKPhysicsBody(rectangleOf: floor.frame.size)
floor.physicsBody?.isDynamic = false
box1 = SKSpriteNode(color: SKColor.black, size: CGSize(width: 100, height: 100))
box1.position = CGPoint(x: 300, y: floor.position.y+box1.size.height/2)
box1.physicsBody = SKPhysicsBody(circleOfRadius: box1.frame.size.width/2)
box2 = SKSpriteNode(color: SKColor.black, size: CGSize(width: 100, height: 100))
box2.position = CGPoint(x: 750, y: floor.position.y+box2.size.height/2)
box2.physicsBody = SKPhysicsBody(circleOfRadius: box2.frame.size.width/2)
self.addChild(wall)
self.addChild(floor)
self.addChild(box1)
self.addChild(box2)
box1.physicsBody?.allowsRotation = false
box2.physicsBody?.allowsRotation = false
box1.physicsBody?.restitution = 1
box2.physicsBody?.restitution = 1
box1.physicsBody?.mass = 1
box2.physicsBody?.mass = 100000
box1.physicsBody?.friction = 0
box2.physicsBody?.friction = 0
box1.physicsBody?.linearDamping = 0
box2.physicsBody?.linearDamping = 0
wall.physicsBody?.categoryBitMask = ColliderType.Wall.rawValue
box1.physicsBody?.categoryBitMask = ColliderType.Box1.rawValue
box2.physicsBody?.categoryBitMask = ColliderType.Box2.rawValue
box1.physicsBody?.collisionBitMask = ColliderType.Wall.rawValue | ColliderType.Floor.rawValue | ColliderType.Box2.rawValue
box2.physicsBody?.collisionBitMask = ColliderType.Floor.rawValue | ColliderType.Box1.rawValue
box1.physicsBody?.contactTestBitMask = ColliderType.Box2.rawValue | ColliderType.Wall.rawValue
box1.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
box2.physicsBody?.velocity = CGVector(dx: -50, dy: 0)
}
}
Things I've tried:
Set usesPreciseCollisionDetection = true on the first box
Update the positions and check for collisions by myself by overriding the update method (it wasn't as optimised as SpriteKit's engine so it was very slow)
Make the second box slower and set physicsWorld.speed to a number higher than 1

I think in general you're probably expecting too much. SpriteKit is a game engine, designed to give qualitatively reasonable behavior for scenarios involving normal-ish sorts of physics. It's not a high-precision physics simulation, and when you push it into a region where it's got to do something extreme, it's probably going to fail.
In this case, you're expecting it to simulate a huge number of perfectly elastic collisions within a small amount of time and distance (many collisions per animation frame of the simulation as the heavy block mashes the light one into a tiny gap). It's going to find the first collision in the frame, figure the impulses to apply to the blocks, and then advance to the next frame, with the effect that the big block happily mashes into the space where the small one resides. All the subsequent collisions that would prevent that are being missed in search of 60 fps.

Related

SpriteKit Inelastic Collision Reducing Velocity

I'm building a pong/breaker game with a ball and non-static blocks. I'd like the ball to never stop moving, but whenever it hits a block it loses velocity.
I have the restitusion = 1 for all sprites involved, I've tried setting the mass equal to each other and the density and the friction = 0. But, the ball still loses velocity on a bounce.
When the ball hits a block I'm removing it in the didBegin(contact:) function. I've also tried delaying the removal and it didn't help.
I'd like for the ball to have a constant velocity, but still be able to interact with the blocks as later I'd like to add blocks that can be hit without immediately being broken. So, the blocks can't be static but the ball needs to have a constant velocity.
My code for creating the ball node:
func ballNode(_ position: CGPoint?) -> SKSpriteNode {
let node = SKSpriteNode()
node.position = position == nil ? CGPoint(x: size.width/2, y: 100) : position!
node.size = CGSize(width: 17, height: 17)
//background
let background = SKShapeNode(circleOfRadius: 8.5)
background.fillColor = UIColor.white
node.addChild(background)
//physics
node.physicsBody = SKPhysicsBody(circleOfRadius: 8.5)
node.physicsBody?.allowsRotation = true
node.physicsBody?.friction = 0
node.physicsBody?.restitution = 1
node.physicsBody?.linearDamping = 0
node.physicsBody?.angularDamping = 0
node.physicsBody?.categoryBitMask = BallCategory
node.physicsBody?.contactTestBitMask = AddBlockBorderCategory | PaddleCategory
node.physicsBody?.collisionBitMask = PaddleCategory | BlockCategory | BorderCategory
return node
}
My code for creating the block node:
func createBlockNode() -> BlockNode {
let width = (size.width-CGFloat(6*layout[0].count))/CGFloat(layout[0].count)
let height = width*0.5
let nodeSize = CGSize(width: width, height: height)
let node = BlockNode(texture: nil, size: nodeSize)
let background = SKShapeNode(rectOf: nodeSize)
background.fillColor = .darkGray
background.strokeColor = .lightGray
//physics
node.physicsBody = SKPhysicsBody(rectangleOf: nodeSize)
node.physicsBody?.restitution = 1
node.physicsBody?.allowsRotation = true
node.physicsBody?.friction = 0
node.physicsBody?.categoryBitMask = BlockCategory
node.physicsBody?.contactTestBitMask = BallCategory
node.addChild(background)
return node
}
And a screen recording:
screen recording of the ball losing velocity
I'm starting the ball using this:
ball!.physicsBody?.applyForce(CGVector(dx: 0, dy: 50))

Moving SpriteNode Texture but not PhysicBody

Working on a game right now, I've faced a problem regarding management of SkSpriteNodes. I have a SpriteNode whose texture size is lower than physicsBody size assigned to it. It is possible to move, thanks to something similar to an SKAction, only the texture of a node and not its physicsBody?
To explain the problem in other terms, I will give you a graphic example:
As you can see, what I want to achieve is not to modify physicsBody proprieties(in order to not affect collision or having problems with continuos reassigning of PhysicsBody entities), but changing its texture length and adjusting its position. How can I achieve this programmatically?
A bit of code for context, which is just illustrative of the problem:
let node = SKSpriteNode(color: .red, size: CGSize(width: 8, height: 60)
node.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 8, height: 60)
self.addChild(node)
//what I've tried is something like that
//It causes glitches in visualisation... and I need to move the object since resizing is towards the center.
let resize = SKAction.scaleY(to: 0.5, duration: 5)
let move = SKAction.move(to: node.position - CGPoint(x:0, y:node.size.height*0.5), duration: 5)
let group = SKAction.group([resize, move])
node.run(group)
//And this is even worse if I add, in this specific example, another point fixed to the previous node
let node2 = SKSpriteNode(color: .blue, size: CGSize(width: 8, length: 8)
node2.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 8, height: 8))
node2.position = CGPoint(x: 0, y: -node.height)
self.addChild(node2)
self.physicsWorld.add(SKPhysicsJointFixed.joint(withBodyA: node.physicsBody! , bodyB: node2.physicsBody!, anchor: CGPoint(x: 0, y: -node.size.height)))
I get your problem.
let resize = SKAction.scaleY(to: 0.5, duration: 5)
This line will cause the physicsBody to scale the x and y axis uniformly. While your texture will just scale the y axis.
Its not so straight forward changing physicsBody shapes to match actions
One way to do it though would be to call a method from
override func didEvaluateActions()
Something like this:
var group1: SKAction? = nil
var group2: SKAction? = nil
var touchCnt = 0
var test = SKSpriteNode(texture: SKTexture(imageNamed: "circle"), color: .blue, size: CGSize(width: 100, height: 100))
func setActions() {
let newPosition = CGPoint(x: -200, y: 300)
let resize1 = SKAction.scaleY(to: 0.5, duration: 5)
let move1 = SKAction.move(to: newPosition, duration: 5)
group1 = SKAction.group([resize1, move1])
let resize2 = SKAction.scaleY(to: 1, duration: 5)
let move2 = SKAction.move(to: position, duration: 5)
group2 = SKAction.group([resize2, move2])
}
func newPhysics(node: SKSpriteNode) {
node.physicsBody = SKPhysicsBody(texture: node.texture!, size: node.size)
node.physicsBody?.affectedByGravity = false
node.physicsBody?.allowsRotation = false
node.physicsBody?.usesPreciseCollisionDetection = false
}
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
test.position = CGPoint(x: 0, y: 300)
setActions()
newPhysics(node: test)
addChild(test)
}
override func didEvaluateActions() {
newPhysics(node: test)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if touchCnt == 0 {
if !test.hasActions() {
test.run(group1!)
touchCnt += 1
}
} else {
if !test.hasActions() {
test.run(group2!)
touchCnt -= 1
}
}
}
if you put the above code in your gameScene, taking care to replace any duplicated methods and replacing the test node texture. then when you tap the screen the sprite should animate as you want while keeping the physics body is resized at the same time. There are a few performance issues with this though. As it changes the physics body on each game loop iteration.

SKPhysicsContact Not Detecting categoryBitMask Collision

So I have my "Floor.swift" class below which is basically a bunch of walls. I have objects coming from the top of the screen and once the Floor and SKSpriteNodes collide, I'd like the SKSpriteNode to be removed. Below is my Floor class.
import Foundation
import SpriteKit
class Floor: SKNode {
override init() {
super.init()
let leftWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 5, height: 50))
leftWall.position = CGPoint(x: 0, y: 50)
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
leftWall.physicsBody!.isDynamic = false
self.addChild(leftWall)
let rightWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 5, height: 50))
rightWall.position = CGPoint(x: 375, y: 50)
rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
rightWall.physicsBody!.isDynamic = false
self.addChild(rightWall)
let bottomWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 500, height: 10))
bottomWall.position = CGPoint(x: 150, y: -5)
bottomWall.physicsBody = SKPhysicsBody(rectangleOf: bottomWall.size)
bottomWall.physicsBody!.isDynamic = false
self.addChild(bottomWall)
// Set the bit mask properties
self.physicsBody?.categoryBitMask = floorCategory
self.physicsBody?.contactTestBitMask = objectCategory | pointCategory | lifeCategory
self.physicsBody?.collisionBitMask = dodgeCategory
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemted")
}
}
Then in my GameScene class under "func didBegin(_ contact: SKPhysicsContact)" I wrote:
if (contact.bodyA.categoryBitMask == floorCategory) && (contact.bodyB.contactTestBitMask == objectCategory | pointCategory | lifeCategory) {
contact.bodyB.node!.removeFromParent()
print("COLLISION")
}
But for some reason I'm not getting any detection what's so ever. I made my "Floor" class be a "contactTestBitMask" on each class of my objectCategory, pointCategory, lifeCategory. What am I doing wrong!? My other collisions are detected but not this one.
Your leftWall, rightWall and bottomWall have the default contactTest and collision bit masks, so will collide with everything and generate contacts with nothing. Except they all have their isDynamic property set to false, so they can’t collide with or contact anything (although other things can collide and contact them if those other things have isDynamic set to true).
But this is probably what you want (Floors and walls are usually not dynamic). I suspect the real problem is that objects of Floor class won’t have a physics body, unless you initialise it somewhere else. You have these lines:
self.physicsBody?.categoryBitMask = ...
self.physicsBody?.contactTestBitMask = ...
self.physicsBody?.collisionBitMask = ...
but you haven't actually created self.physicsBody. Your code would crash except you’ve used optional chaining (self,phyicsBody?) and so Swift gets to the ‘?’ and says “Oh - it’s optional and doesn’t exist. I’ll just stop here then”
At the very least, try creating a physics body for your Floor object using the physics bodies of the 3 wall objects:
Self.physicsBody = SKPhysicsBody(Bodies: [leftWall.physicsBody, rightWall.PhysicsBoidy, bottomWall.physicsBody])
(SKPhysicsBody has an initialiser that takes an array of physics bodies to create a new physics body).

Child node not keeping same physicsBody when added to parent

Using the Xcode SpriteKit Scene editor I have a few objects added to the scene as "obstacles." I like to animate them across the screen. They are not dynamic. To make things easier I thought to add them to an obstacleParent node and just animate that one object. The problem is that adding the obstacles to a parent totally screws up their physics bodies. Meaning the obstacle physics bodies do not match the outline of the sprite.
I'm not sure if it is a bug in the Scene editor, but adding the physics bodies programmatically yields results as expected.
Some interesting things worth noting are:
the physicsBodies moved with the parent regardless of if they were not Dynamic or not.
I could not get them to overlap each other until I made them all have the same contactTestBitMask
It is difficult to tell in the screen shot but all 3 children kept their physics shapes
If the parent has a physics body and an physics impulse is applied to it, only the parent moves. However setting the position of the parent programmatically moves the parent and child nodes
testObject = SKSpriteNode(texture: nil, color: .greenColor(), size: CGSize(width: 100, height: 100))
testObject.zPosition = Layer.Controls.rawValue
testObject.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
// testObject.physicsBody = SKPhysicsBody(circleOfRadius: testObject.width / 2)
// testObject.physicsBody!.dynamic = true
// testObject.physicsBody!.affectedByGravity = false
// testObject.physicsBody!.allowsRotation = true
addChild(testObject)
let testerObject = SKSpriteNode(texture: nil, color: .clearColor(), size: CGSize(width: 100, height: 100))
testerObject.zPosition = Layer.Controls.rawValue
testerObject.position = CGPoint(x:50, y: 50)
testerObject.physicsBody = SKPhysicsBody(circleOfRadius: testerObject.width / 2)
testerObject.physicsBody!.affectedByGravity = false
testerObject.physicsBody!.dynamic = true
testerObject.physicsBody!.allowsRotation = true
testerObject.physicsBody!.collisionBitMask = 0
testerObject.physicsBody!.contactTestBitMask = 0
testObject.addChild(testerObject)
let testerObject2 = SKSpriteNode(texture: nil, color: .clearColor(), size: CGSize(width: 100, height: 100))
testerObject2.zPosition = Layer.Controls.rawValue
testerObject2.position = CGPoint(x:-50, y: -50)
testerObject2.physicsBody = SKPhysicsBody(circleOfRadius: testerObject.width / 2)
testerObject2.physicsBody!.affectedByGravity = false
testerObject2.physicsBody!.dynamic = true
testerObject2.physicsBody!.allowsRotation = true
testerObject2.physicsBody!.collisionBitMask = 0
testerObject2.physicsBody!.contactTestBitMask = 0
testObject.addChild(testerObject2)
let testerObject3 = SKSpriteNode(texture: nil, color: .clearColor(), size: CGSize(width: 100, height: 100))
testerObject3.zPosition = Layer.Controls.rawValue
testerObject3.physicsBody = SKPhysicsBody(circleOfRadius: testerObject.width / 2)
testerObject3.physicsBody!.affectedByGravity = false
testerObject3.physicsBody!.dynamic = true
testerObject3.physicsBody!.allowsRotation = true
testerObject3.physicsBody!.collisionBitMask = 0
testerObject3.physicsBody!.contactTestBitMask = 0
testObject.addChild(testerObject3)

Swift - sprite kit - make SKPhysicsJointPin have less motion

I'm trying to create a snake with multiple body parts that moves left and right. Im using a pin, but upon the snake stopping, the body keeps moving and doesn't stop. I've messed around with the max and min angles, and the torque, but nothing seems to work. Should I use a different type of joint?
Sorry i cant log into my other account, but heres the code. Basically the second part just wobbles a lot. I wish to add 7-8 parts, but they just keep on wobbling, especially after moving "head". i would like a fluid "swoop" motion when i move the snake.
self.physicsWorld.gravity = CGVectorMake(0, -100)
self.physicsWorld.contactDelegate = self
head.size = CGSize(width: 25,height: 25)
head.physicsBody = SKPhysicsBody(texture: head.texture, size: head.size)
head.position = CGPointMake(100,400)
head.anchorPoint = CGPoint(x: 0.5, y: 1)
head.physicsBody!.dynamic = false
head.zPosition = 3
self.addChild(head)
var p1 = SKSpriteNode(imageNamed: "snakeBodyPart.png")
p1.size = CGSize(width: 25,height: 25)
p1.physicsBody = SKPhysicsBody(texture: p1.texture, size: p1.size)
p1.position = CGPointMake(100,380)
p1.anchorPoint = CGPoint(x: 0.5, y: 1)
p1.physicsBody!.dynamic = true
addChild(p1)
var joint = SKPhysicsJointPin.jointWithBodyA(head.physicsBody, bodyB: p1.physicsBody, anchor: CGPoint(x: CGRectGetMidX(head.frame), y: CGRectGetMinY(head.frame) + 10))
joint.upperAngleLimit = 0.1
joint.rotationSpeed = 0.1
self.physicsWorld.addJoint(joint)