SpriteKit Inelastic Collision Reducing Velocity - swift

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))

Related

SpriteKit physics simulation bounce error

I have a simple breakout game which consists of a node being the ball and some other objects. The problem is when the ball bounces against the wall at a very small angle, it doesn't bounce back, it just slides against the wall indefinitely.
Manually calculating the angle after the contact could solve the problem, though it would be nice to use the physics provided by SpriteKit.
Here is the relevant code:
override func didMove(to view: SKView) {
// screen border setup
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.allowsRotation = true
border.friction = 0
border.restitution = 1
border.linearDamping = 0
border.angularDamping = 0
physicsBody = border
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
// bottom edge setup
let rect = CGRect(x: frame.origin.x, y: frame.origin.y, width: frame.size.width, height: 2)
let bottom = SKNode()
bottom.physicsBody = SKPhysicsBody(edgeLoopFrom: rect)
bottom.physicsBody!.categoryBitMask = BottomCategory
addChild(bottom)
// ball setup
let ball = childNode(withName: "ball") as! SKSpriteNode
ball.physicsBody?.applyImpulse(CGVector(dx: 30, dy: -30))
ball.physicsBody?.allowsRotation = true
ball.physicsBody?.friction = 0
ball.physicsBody?.restitution = 1
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.angularDamping = 0
ball.physicsBody?.contactTestBitMask = BlockCategory | BottomCategory
ball.physicsBody?.categoryBitMask = BallCategory
// paddle setup
let paddle = childNode(withName: "paddle") as! SKSpriteNode
paddle.physicsBody!.categoryBitMask = PaddleCategory
}

Swinging Beam that Doesn't Stop Swinging in Swift SpriteKit

I have a ios 9 spritekit game. I am adding a i-beam or a wrecking ball that should swing from a jointed rope like a pendulum. My game requires gravity and I want the beam to react to gravity and sprites that jump on the beam or hit the beam from below. When I use the following code, the beam eventually slows down and comes to rest without any interaction with other sprites. The top node in the jointed node is fixed (i.e., modeling attachment to a crane or building) I start the beam swinging by applying an impulse on the bottom node in the jointed node. I have set the friction, linear dampening, and angular dampening to 0.
What I need the beam to do prior to interacting with any sprites is to swing back and forth where the maximum height on the left swing and right swing is nearly the same throughout time. I want the beam or wrecking ball to act like its swinging from a frictionless pivot. The beam or ball doesn't go in a full circle, so I cannot use a constant angular velocity.
I tried something similar to:
Constant speed orbit around point with SKNode but neither the linear nor angular velocity is constant after the initial impulse as the beam or ball will arc up, slow down, stop at the top of the arc, and then circle back in the other direction.
let (actionSceneObjectNode, jointArray) = ActionSceneObject.createActionJointedSceneObjectAtPosition(CGPoint(x: positionX, y: positionY), ofType: actionSceneObject.type!, withImage: actionSceneObject.imageName, withActionDirection: actionSceneObject.imageDirection)
foregroundNode.addChild(actionSceneObjectNode)
if let bottomNode = actionSceneObjectNode.childNodeWithName("bottomObject") {
bottomNode.physicsBody?.applyImpulse(CGVector(dx: 50000.0, dy: 0))
}
// add the joints
for joint in jointArray {
self.physicsWorld.addJoint(joint)
}
Function
class func createActionJointedSceneObjectAtPosition(position: CGPoint, ofType type: ActionSceneObjectType, withImage imageName: String, withActionDirection actionDirection: DirectionValue) -> (ActionSceneObjectNode, [SKPhysicsJoint]) {
let node = ActionSceneObjectNode()
node.position = position
node.name = SceneObjectType.Action.rawValue
node.actionType = type
node.actionDirection = actionDirection
var jointArray = [SKPhysicsJoint]()
var sprite: SKSpriteNode
////////
// adapted from https://stackoverflow.com/questions/20811931/how-to-create-a-rope-in-spritekit
let countJointElements:Int = 3
let texture = SKTexture(imageNamed: "Rope.png")
//let textureSize = CGSize(width: texture.size().width*SceneObjectSizeScale.ActionSceneObject, height: texture.size().height*SceneObjectSizeScale.ActionSceneObject)
let topAnchor = SKSpriteNode(texture: texture, size: texture.size())
topAnchor.name = "topAnchor"
//topAnchor.position = CGPointMake(position.x, position.y) // the node holds the joint start position
topAnchor.physicsBody = SKPhysicsBody(rectangleOfSize: texture.size())
topAnchor.physicsBody?.categoryBitMask = PhysicsCategoryBitmask.None
topAnchor.physicsBody?.affectedByGravity = false
topAnchor.physicsBody?.friction = 0.0
topAnchor.physicsBody?.restitution = 1.0
topAnchor.physicsBody?.linearDamping = 0.0
topAnchor.physicsBody?.angularDamping = 0.0
topAnchor.physicsBody?.mass = 10.0
node.addChild(topAnchor)
// by default, the joints build top to bottom
for index in 0 ..< countJointElements {
let item = SKSpriteNode(texture: texture, size: texture.size())
item.name = "ropeitem_" + String(index)
item.position = CGPointMake(0, 0 - CGFloat(index+1) * item.size.height)
item.physicsBody = SKPhysicsBody(rectangleOfSize: texture.size())
item.physicsBody?.categoryBitMask = PhysicsCategoryBitmask.None
item.physicsBody?.affectedByGravity = true
item.physicsBody?.friction = 0.0
item.physicsBody?.restitution = 1.0
item.physicsBody?.linearDamping = 0.0
item.physicsBody?.angularDamping = 0.0
item.physicsBody?.mass = 10.0
node.addChild(item)
var bodyA = SKPhysicsBody()
if (index == 0)
{
bodyA = topAnchor.physicsBody!;
}
else
{
let nameString = "ropeitem_" + String(index - 1)
let nodeItem = node.childNodeWithName(nameString) as! SKSpriteNode
bodyA = nodeItem.physicsBody!
}
// needs to in terms of the physics world - the item position in the node is already negative
let joint = SKPhysicsJointPin.jointWithBodyA(bodyA, bodyB: item.physicsBody!, anchor: CGPointMake(position.x, position.y + item.position.y + item.size.height/2))
jointArray.append(joint)
}
let nameString = NSString(format: "ropeitem_%d", countJointElements - 1)
let lastLinkItem = node.childNodeWithName(nameString as String)
let bottomObject = SKSpriteNode(imageNamed: "I-Beam.png")
bottomObject.name = "bottomObject"
bottomObject.setScale(SceneObjectSizeScale.Platform)
bottomObject.position = CGPointMake(0, 0 + lastLinkItem!.position.y - lastLinkItem!.frame.size.height/2.0 - bottomObject.frame.size.height/2.0)
bottomObject.physicsBody = SKPhysicsBody(rectangleOfSize: bottomObject.size)
bottomObject.physicsBody?.categoryBitMask = PhysicsCategoryBitmask.Platform
bottomObject.physicsBody?.affectedByGravity = true
bottomObject.physicsBody?.friction = 0.0
//bottomObject.physicsBody?.restitution = 1.0
bottomObject.physicsBody?.linearDamping = 0.0
bottomObject.physicsBody?.angularDamping = 0.0
bottomObject.physicsBody?.mass = 500.0
node.addChild(bottomObject)
let jointLast = SKPhysicsJointFixed.jointWithBodyA(lastLinkItem!.physicsBody!, bodyB: bottomObject.physicsBody!, anchor: CGPointMake(position.x, position.y + bottomObject.position.y + bottomObject.frame.size.height/2.0))
jointArray.append(jointLast)
///////
///////
sprite = SKSpriteNode(imageNamed: imageName)
//sprite.setScale(SceneObjectSizeScale.ActionSceneObject)
node.sprite = sprite
//node.addChild(sprite)
node.physicsBody = SKPhysicsBody(texture: texture, size: sprite.size)
node.physicsBody!.categoryBitMask = PhysicsCategoryBitmask.None
switch actionDirection {
case .Left:
node.sprite.zRotation = CGFloat(M_PI_2)
case .Right:
node.sprite.zRotation = CGFloat(-M_PI_2)
case .Down:
node.sprite.zRotation = CGFloat(M_PI)
case .Up, .Unknown:
break
}
node.physicsBody?.dynamic = true
node.physicsBody?.restitution = 0.0 // bounciness
node.physicsBody?.categoryBitMask = PhysicsCategoryBitmask.ActionSceneObject
node.physicsBody?.collisionBitMask = 0
return (node, jointArray)
}

Nodes spawning behind background and I can't bring them to the front

I'm using a repeat action. When the app first loads the sprites do spawn in front of the background and so you can see them. But then when you restart the game from the score scene, the nodes spawn behind the background and I can't get them to come to the front. Does anyone know how I can fix this?
override init(size: CGSize) {
super.init(size: size)
//Background
for var index = 0; index < 2; ++index {
let bg = SKSpriteNode(imageNamed: "background")
bg.position = CGPoint(x: -100, y: index * Int(bg.size.height))
bg.anchorPoint = CGPointZero
bg.name = "background"
self.addChild(bg)
}
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(callEnemy), SKAction.waitForDuration(1.0)])))
The runAction is the code to repeat an action that doesn't seem to be working
//Player functions
foreground = SKNode()
addChild(foreground)
player = createPlayer()
foreground.addChild(player)
//Game hud
gameHud = SKNode()
addChild(gameHud)
}
func callEnemy() {
if player.physicsBody?.dynamic == true {
spawnEnemy()
}
}
func spawnEnemy() -> SKNode{
let enemy = SKSpriteNode(imageNamed: "Enemy1")
enemy.position = CGPoint(x: frame.size.width * random(min: 0, max: 1), y: 690 )
addChild(enemy)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.width / 2)
enemy.physicsBody?.dynamic = true
enemy.physicsBody?.allowsRotation = false
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.velocity = CGVector(dx: enemy.physicsBody!.velocity.dx, dy: -200.0)
enemy.physicsBody?.restitution = 1.0
enemy.physicsBody?.friction = 0.0
enemy.physicsBody?.angularDamping = 0.0
enemy.physicsBody?.linearDamping = 0.0
if enemy.position.y <= CGFloat(0) {
enemy.removeFromParent()
}
return enemy
}
In order to have the nodes be on top of the background you need to change their zPosition. If you specify:
bg.zPosition = 0
and
foreground.zPosition = 1
the foreground will now be on top of the background. The zPosition specifies the location of each node on the z-axis.

Multiple physics bodies in SpriteKit

I have a 40x40 rectangle node, and I want to detect when the bottom touches a platform.
I tried this
let feet = SKPhysicsBody(rectangleOfSize: CGSize(width: hero.frame.size.width, height: 1), center: CGPoint(x: 0, y: -(hero.frame.size.height/2 - 0.5)))
then set the categoryBitMask, collisionBitMask, contactTestBitMaskand added it to the hero
hero.physicsBody = SKPhysicsBody(bodies: [feet])
But in didBeginContact the println() doesn't print.
I need a body for the bottom of the rectangle and one for the top, because if hero hits a platform from below the collision should push him down.
Update
Here is how I set the bit masks
let heroFeetCategory: UInt32 = 1 << 0
let edgeCategory: UInt32 = 1 << 1
let groundCategory: UInt32 = 1 << 2
let feet = SKPhysicsBody(rectangleOfSize: CGSize(width: hero.frame.size.width, height: 10), center: CGPoint(x: 0, y: -(hero.frame.size.height/2 - 5)))
feet.collisionBitMask = edgeCategory | groundCategory
feet.contactTestBitMask = groundCategory
feet.categoryBitMask = heroFeetCategory
hero.physicsBody = SKPhysicsBody(bodies: [feet])
hero.physicsBody?.usesPreciseCollisionDetection = true
hero.physicsBody?.velocity = CGVectorMake(0, 0)
hero.physicsBody?.restitution = 0.0
hero.physicsBody?.friction = 0.0
hero.physicsBody?.angularDamping = 0.0
hero.physicsBody?.linearDamping = 1.0
hero.physicsBody?.allowsRotation = false
hero.physicsBody?.mass = 0.0641777738928795
world.addChild(hero)
and for the ground
let ground = SKSpriteNode(color: UIColor.whiteColor(), size: CGSizeMake(38, 38))
ground.name = "groundName"
ground.position = CGPoint(x: 0, y: -(self.frame.size.height/2 - ground.frame.size.height/2))
ground.physicsBody = SKPhysicsBody(rectangleOfSize: ground.size)
ground.physicsBody?.collisionBitMask = edgeCategory | heroFeetCategory
ground.physicsBody?.contactTestBitMask = heroFeetCategory
ground.physicsBody?.categoryBitMask = groundCategory
world.addChild(ground)
And how I detect if they touch
func didBeginContact(contact: SKPhysicsContact) {
var notTheHero: SKPhysicsBody!;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
notTheHero = contact.bodyB;
} else {
notTheHero = contact.bodyA;
}
println(notTheHero.node) // print "heroName"
if (notTheHero.categoryBitMask == groundCategory) {
println("touch began?"); // is never called
}
}
collision is fine, but when you print the node's name through the physics body with notTheHero.node you only access the SKNode, and not the NSString property of its name. Instead, try something like println(notTheHero.node.name);

Moving Node on top of a moving platform

I have a moving platform, but when the node is above the platform it doesnt move with the platform horizontally
In this article, the problem is explained: Moving Platform Hell
http://www.learn-cocos2d.com/2013/08/physics-engine-platformer-terrible-idea/
And in comment there is solutions for Box2D: Kinematic body
But what about SpriteKit ?
Update
I'm moving the platform using
let moveHPart1 = SKAction.moveByX(origW, y: 0, duration: moveDuration);
let moveHPart2 = SKAction.moveByX(-origW, y: 0, duration: moveDuration);
platform(SKAction.repeatActionForever(SKAction.sequence([moveHPart1, moveHPart2])));
Personally I am against of using physics for moving platforms because moving platform physics body has to be dynamic.
Static platforms
For static platforms setting physics body dynamic property to false is perfect solution. And this is how it is meant to be. Static bodies are not affected by forces but still give you a collision response. So, the problem is solved.
But you can't change position of static physics bodies by using forces. You can do this by using actions or manually setting its position. But, then you are removing a platform out of physics simulation.
In order to do all with physics, you have to keep the platform dynamic. But this can lead in other problems. For example when player lands on platform, he will push the platform down, because player has a mass.
Even if platform has big mass it will go down as time passing. Remember, we cant just update platforms x position manually, because this can make a mess with physics simulation.
"Moving platform hell" as stated in that nice article of LearnCocos2d is probably the best description what can happen when using physics for this task :-)
Moving platform example
To show you some possibilities I made an simple example on how you can move a platform with applying a force to it, and make a character to stay on it.There are few things I've done in order to make this to work:
Changed a mass of platform. This will prevent platform from moving when player bumps in it from below.
Made an edge based physics body to prevent platform falling when player lands on it.
Played with properties like allows rotation and friction to get desired effect.
Here is the code :
import SpriteKit
class GameScene: SKScene,SKPhysicsContactDelegate
{
let BodyCategory : UInt32 = 0x1 << 1
let PlatformCategory : UInt32 = 0x1 << 2
let WallCategory : UInt32 = 0x1 << 3
let EdgeCategory : UInt32 = 0x1 << 4 // This will prevent a platforom from falling down
let PlayerCategory : UInt32 = 0x1 << 5
let platformSpeed: CGFloat = 40.0
let body = SKShapeNode(circleOfRadius: 20.0)
let player = SKShapeNode(circleOfRadius: 20.0)
let platform = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width:100, height:20))
let notDynamicPlatform = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width:100, height:20))
override func didMoveToView(view: SKView)
{
//Setup contact delegate so we can use didBeginContact and didEndContact methods
physicsWorld.contactDelegate = self
//Setup borders
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody?.categoryBitMask = WallCategory
self.physicsBody?.collisionBitMask = BodyCategory | PlayerCategory
//Setup some physics body object
body.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
body.fillColor = SKColor.greenColor()
body.physicsBody = SKPhysicsBody(circleOfRadius: 20)
body.physicsBody?.categoryBitMask = BodyCategory
body.physicsBody?.contactTestBitMask = PlatformCategory
body.physicsBody?.collisionBitMask = PlatformCategory | WallCategory
body.physicsBody?.allowsRotation = false
body.physicsBody?.dynamic = true
self.addChild(body)
//Setup player
player.position = CGPoint(x: CGRectGetMidX(self.frame), y:30)
player.fillColor = SKColor.greenColor()
player.physicsBody = SKPhysicsBody(circleOfRadius: 20)
player.physicsBody?.categoryBitMask = PlayerCategory
player.physicsBody?.contactTestBitMask = PlatformCategory
player.physicsBody?.collisionBitMask = PlatformCategory | WallCategory | BodyCategory
player.physicsBody?.allowsRotation = false
player.physicsBody?.friction = 1
player.physicsBody?.dynamic = true
self.addChild(player)
//Setup platform
platform.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame) - 100)
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.categoryBitMask = PlatformCategory
platform.physicsBody?.contactTestBitMask = BodyCategory
platform.physicsBody?.collisionBitMask = BodyCategory | EdgeCategory | PlayerCategory
platform.physicsBody?.allowsRotation = false
platform.physicsBody?.affectedByGravity = false
platform.physicsBody?.dynamic = true
platform.physicsBody?.friction = 1.0
platform.physicsBody?.restitution = 0.0
platform.physicsBody?.mass = 20
//Setup edge
let edge = SKNode()
edge.physicsBody = SKPhysicsBody(edgeFromPoint: CGPoint(x: 0, y:-platform.size.height/2), toPoint: CGPoint(x: self.frame.size.width, y:-platform.size.height/2))
edge.position = CGPoint(x:0, y: CGRectGetMidY(self.frame) - 100)
edge.physicsBody?.categoryBitMask = EdgeCategory
edge.physicsBody?.collisionBitMask = PlatformCategory
self.addChild(edge)
self.addChild(platform)
}
override func update(currentTime: NSTimeInterval) {
if(platform.position.x <= platform.size.width/2.0 + 20.0 && platform.physicsBody?.velocity.dx < 0.0 ){
platform.physicsBody?.velocity = CGVectorMake(platformSpeed, 0.0)
}else if((platform.position.x >= self.frame.size.width - platform.size.width/2.0 - 20.0) && platform.physicsBody?.velocity.dx >= 0.0){
platform.physicsBody?.velocity = CGVectorMake(-platformSpeed, 0.0)
}else if(platform.physicsBody?.velocity.dx > 0.0){
platform.physicsBody?.velocity = CGVectorMake(platformSpeed, 0.0)
}else{
platform.physicsBody?.velocity = CGVectorMake(-platformSpeed, 0.0)
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch: AnyObject? = touches.anyObject()
let location = touch?.locationInNode(self)
if(location?.x > 187.5){
player.physicsBody?.applyImpulse(CGVector(dx: 3, dy: 50))
}else{
player.physicsBody?.applyImpulse(CGVector(dx: -3, dy: 50))
}
}
}
Here is the result :