SpriteKit - didBegin contact is called 30 times instead of 1 time - swift

I am making a little FlappyBird clone and have got everything working as it should until I changed the physics body of the bird to be exact to the texture. Now what it does is when it flies through the gap in the pipes it counts 30 points instead of just 1 point.
This only happens when I use the texture exact physics body which I need because the bird isn't round nor rectangular.
How would I go about making the collision so it only collides once with each gap node. I have tried setting the categoryBitBask to 0 after the contact but then all the gaps after don't add to the point count anymore at all.
Here is the full game code:
var score = 0
class GameScene: SKScene, SKPhysicsContactDelegate {
var bird = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var scoreLabel = SKLabelNode(fontNamed: "Candice")
var gameOverLabel = SKLabelNode(fontNamed: "Candice")
var countbg = SKSpriteNode()
var timer = Timer()
enum ColliderType: UInt32 {
case Bird = 1
case Object = 2
case Gap = 4
}
var gameOver = false
let swooshSound = SKAction.playSoundFileNamed("sfx_swooshing.wav", waitForCompletion: false)
let pointSound = SKAction.playSoundFileNamed("sfx_point.wav", waitForCompletion: false)
let hitSound = SKAction.playSoundFileNamed("sfx_hit.wav", waitForCompletion: false)
#objc func makePipes() {
let movePipes = SKAction.move(by: CGVector(dx: -2 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width / 150))
let removePipes = SKAction.removeFromParent()
let moveAndRemovePipes = SKAction.sequence([movePipes, removePipes])
let gapHeight = bird.size.height * 2.8
let movementAmount = arc4random() % UInt32(self.frame.height) / 2
let pipeOffset = CGFloat(movementAmount) - self.frame.height / 4
let pipeTexture = SKTexture(imageNamed: "pipe1.png")
let pipe1 = SKSpriteNode(texture: pipeTexture)
pipe1.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeTexture.size().height / 2 + gapHeight / 2 + pipeOffset)
pipe1.zPosition = 2
pipe1.run(moveAndRemovePipes)
pipe1.physicsBody = SKPhysicsBody(rectangleOf: pipeTexture.size())
pipe1.physicsBody!.isDynamic = false
pipe1.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe1)
let pipe2Texture = SKTexture(imageNamed: "pipe2.png")
let pipe2 = SKSpriteNode(texture: pipe2Texture)
pipe2.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY - pipeTexture.size().height / 2 - gapHeight / 2 + pipeOffset)
pipe2.zPosition = 2
pipe2.run(moveAndRemovePipes)
pipe2.physicsBody = SKPhysicsBody(rectangleOf: pipe2Texture.size())
pipe2.physicsBody!.isDynamic = false
pipe2.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe2)
let gap = SKNode()
gap.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeOffset)
gap.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 1, height: gapHeight))
gap.physicsBody!.isDynamic = false
gap.run(moveAndRemovePipes)
gap.physicsBody!.contactTestBitMask = ColliderType.Bird.rawValue
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
self.addChild(gap)
}
func didBegin(_ contact: SKPhysicsContact) {
if gameOver == false {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
score += 1
scoreLabel.text = String(format: "%05d", score)
run(pointSound)
} else {
self.speed = 0
run(hitSound)
gameOver = true
timer.invalidate()
bird.removeFromParent()
let changeSceneAction = SKAction.run(changeScene)
self.run(changeSceneAction)
}
}
}
//MARK: Change to Game Over Scene
func changeScene(){
let sceneToMoveTo = GameOverScene(size: self.size)
sceneToMoveTo.scaleMode = self.scaleMode
let myTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMoveTo, transition: myTransition)
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
setupGame()
}
func setupGame() {
timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.makePipes), userInfo: nil, repeats: true)
let groundTexture = SKTexture(imageNamed: "ground.png")
let moveGroundAnimation = SKAction.move(by: CGVector(dx: -groundTexture.size().width, dy: 0), duration: 7)
let shiftGroundAnimation = SKAction.move(by: CGVector(dx: groundTexture.size().width, dy: 0), duration: 0)
let moveGroundForever = SKAction.repeatForever(SKAction.sequence([moveGroundAnimation, shiftGroundAnimation]))
var i: CGFloat = 0
while i < 3 {
ground = SKSpriteNode(texture: groundTexture)
ground.position = CGPoint(x: self.size.width * i, y: self.size.height / 7.65)
ground.zPosition = 3
ground.run(moveGroundForever)
self.addChild(ground)
i += 1
}
let bottom = SKNode()
bottom.position = CGPoint(x: self.frame.midX, y: self.size.height / 7)
bottom.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.width, height: 1))
bottom.physicsBody!.isDynamic = false
bottom.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(bottom)
let bgTexture = SKTexture(imageNamed: "bg.png")
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bg.size = self.frame.size
bg.zPosition = 1
self.addChild(bg)
let birdTexture = SKTexture(imageNamed: "flappy1.png")
let bird2Texture = SKTexture(imageNamed: "flappy2.png")
let bird3Texture = SKTexture(imageNamed: "flappy3.png")
let bird4Texture = SKTexture(imageNamed: "flappy4.png")
let bird5Texture = SKTexture(imageNamed: "flappy5.png")
let bird6Texture = SKTexture(imageNamed: "flappy6.png")
let animation = SKAction.animate(with: [birdTexture, bird2Texture, bird3Texture, bird4Texture, bird5Texture, bird6Texture], timePerFrame: 0.1)
let makeBirdFlap = SKAction.repeatForever(animation)
bird = SKSpriteNode(texture: birdTexture)
bird.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bird.setScale(1)
bird.zPosition = 6
bird.run(makeBirdFlap)
self.addChild(bird)
bird.physicsBody = SKPhysicsBody.init(circleOfRadius: birdTexture.size().height / 2)
//bird.physicsBody = SKPhysicsBody(texture: birdTexture, size: birdTexture.size())
bird.physicsBody!.isDynamic = false
bird.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bird.physicsBody!.categoryBitMask = ColliderType.Bird.rawValue
bird.physicsBody!.collisionBitMask = ColliderType.Bird.rawValue
let countbg = SKSpriteNode(imageNamed: "count_bg.png")
countbg.position = CGPoint(x: self.size.width / 4.8, y: self.size.height * 0.94)
countbg.setScale(0.8)
countbg.zPosition = 4
addChild(countbg)
scoreLabel.fontSize = 80
scoreLabel.text = String(format: "%05d", score)
scoreLabel.fontColor = SKColor(red: 218/255, green: 115/255, blue: 76/255, alpha: 1)
scoreLabel.position = CGPoint(x: self.size.width / 4, y: self.size.height * 0.94)
scoreLabel.zPosition = 5
addChild(scoreLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameOver == false {
bird.physicsBody!.isDynamic = true
bird.physicsBody!.velocity = CGVector(dx: 0, dy: 0)
bird.physicsBody!.applyImpulse(CGVector(dx: 0, dy: 280))
//run(swooshSound)
} else {
gameOver = false
score = 0
self.speed = 1
self.removeAllChildren()
setupGame()
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}

If you would be using RxSwift, you would be able to easily get rid of those extra events easily by using debounce() or throttle() or distinctUntilChanged(). If you are willing to try this approach, give RxSpriteKit framework a go. Otherwise, store a timestamp of the last contact and ignore the following contacts until some time period elapses.

Related

Swift 3 Update Label Node with Incrementing Integer

I am new to coding, so be kind. I am creating a game in Swift 3, similar to Flappy Bird, and am having a problem with my score node. I have created a Label Node for the score but when the player contacts the scoreDetect node no score is added. I can't work out whether I've coded the section that adds a point incorrectly or whether my physics code is incorrect. Any help is appreciated. Thanks.
import SpriteKit
import GameplayKit
struct PhysicsCategory {
static let player : UInt32 = 0x1 << 1
static let roof : UInt32 = 0x1 << 2
static let floor : UInt32 = 0x1 << 3
static let lowerObstacle : UInt32 = 0x1 << 4
static let upperObstacle : UInt32 = 0x1 << 5
static let scoreDetect : UInt32 = 0x1 << 6
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var bgColor = UIColor(red: 39/255, green: 41/255, blue: 56/255, alpha: 1.0)
var roof = SKSpriteNode()
var floor = SKSpriteNode()
var lowerObstacle = SKSpriteNode()
var upperObstacle = SKSpriteNode()
var player = SKSpriteNode()
var randomValue = Int()
var scoreDetect = SKSpriteNode()
var scoreLabel = SKLabelNode()
var scoreValue = Int()
var logo = SKSpriteNode()
var gameStarted = Bool()
override func didMove(to view: SKView) {
createPlayer()
createTiles()
createScoreLabel()
physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
backgroundColor = bgColor
let delay = SKAction.wait(forDuration: 3)
let repeatingAction = SKAction.run(repeatingSequence)
let sequence = SKAction.sequence([ delay, repeatingAction ])
run(SKAction.repeatForever(sequence))
}
// Random Selector For Obstacles
func randomSelector() -> Int {
let array = [1, 2, 3]
return Int(arc4random_uniform(UInt32(array.count)))
}
// Player Rules
func createPlayer() {
player = SKSpriteNode(imageNamed: "Player")
player.setScale(0.4)
player.position = CGPoint(x: -player.size.width, y: 0)
player.zPosition = 2
addChild(player)
player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: player.size)
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.contactTestBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.allowsRotation = false
player.physicsBody?.affectedByGravity = true
player.physicsBody?.isDynamic = false
}
// Create Background
func createTiles() {
roof = SKSpriteNode(imageNamed: "Roof")
roof.position = CGPoint(x: 0, y: self.frame.height / 2 - roof.size.height / 2)
roof.zPosition = 1
addChild(roof)
roof.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Roof"), size: roof.size)
roof.physicsBody?.categoryBitMask = PhysicsCategory.roof
roof.physicsBody?.collisionBitMask = PhysicsCategory.player
roof.physicsBody?.contactTestBitMask = PhysicsCategory.player
roof.physicsBody?.allowsRotation = false
roof.physicsBody?.affectedByGravity = false
roof.physicsBody?.isDynamic = false
floor = SKSpriteNode(imageNamed: "Floor")
floor.position = CGPoint(x: 0, y: -self.frame.height / 2)
floor.zPosition = 1
addChild(floor)
floor.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Floor"), size: floor.size)
floor.physicsBody?.categoryBitMask = PhysicsCategory.floor
floor.physicsBody?.collisionBitMask = PhysicsCategory.player
floor.physicsBody?.contactTestBitMask = PhysicsCategory.player
floor.physicsBody?.allowsRotation = false
floor.physicsBody?.affectedByGravity = false
floor.physicsBody?.isDynamic = false
}
// Obstacle Spawn Rules
func createObstacle() {
if (randomSelector() == 1) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 2 + 12)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height - 15)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
if (randomSelector() == 2) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.9)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.5)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.5 + 4)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.75 + 7)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
}
lowerObstacle.zPosition = 2
lowerObstacle.setScale(0.8)
lowerObstacle.physicsBody = SKPhysicsBody(rectangleOf: lowerObstacle.size)
lowerObstacle.physicsBody?.categoryBitMask = PhysicsCategory.lowerObstacle
lowerObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.allowsRotation = false
lowerObstacle.physicsBody?.affectedByGravity = false
lowerObstacle.physicsBody?.isDynamic = false
upperObstacle.zPosition = 2
upperObstacle.setScale(0.8)
upperObstacle.physicsBody = SKPhysicsBody(rectangleOf: upperObstacle.size)
upperObstacle.physicsBody?.categoryBitMask = PhysicsCategory.upperObstacle
upperObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.allowsRotation = false
upperObstacle.physicsBody?.affectedByGravity = false
upperObstacle.physicsBody?.isDynamic = false
scoreDetect.physicsBody?.categoryBitMask = PhysicsCategory.scoreDetect
scoreDetect.physicsBody?.collisionBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.contactTestBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.allowsRotation = false
scoreDetect.physicsBody?.affectedByGravity = false
scoreDetect.physicsBody?.isDynamic = false
addChild(lowerObstacle)
addChild(upperObstacle)
addChild(scoreDetect)
lowerObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
upperObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
scoreDetect.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
}
// Create Spawn and Move Sequence
func repeatingSequence() {
createObstacle()
let moveLowerObstacle = SKAction.moveBy(x: -self.frame.width - lowerObstacle.size.width * 2, y: 0, duration: 5)
lowerObstacle.run(moveLowerObstacle)
let moveUpperObstacle = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
upperObstacle.run(moveUpperObstacle)
let moveScoreDetect = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
scoreDetect.run(moveScoreDetect)
}
func createScoreLabel() {
scoreLabel = SKLabelNode(fontNamed: "Arial")
scoreLabel.fontSize = 22
scoreLabel.position = CGPoint(x: 305, y: -638)
scoreLabel.horizontalAlignmentMode = .center
scoreLabel.verticalAlignmentMode = .center
scoreLabel.text = "SCORE: \(scoreValue)"
scoreLabel.fontColor = UIColor.white
scoreLabel.zPosition = 4
addChild(scoreLabel)
}
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == PhysicsCategory.scoreDetect && secondBody.categoryBitMask == PhysicsCategory.player || firstBody.categoryBitMask == PhysicsCategory.player && secondBody.categoryBitMask == PhysicsCategory.scoreDetect {
scoreValue += 1
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
player.physicsBody?.isDynamic = true
let impulse = CGVector(dx: 0, dy: 200)
player.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
player.physicsBody?.applyImpulse(impulse)
}
override func update(_ currentTime: TimeInterval) {
}
}
You are properly updating the scoreValue property. However you also need to update what is shown inside the scoreLabel accordingly to the new value of scoreValue.
So replace this
var scoreValue = Int()
with this
var scoreValue = Int() {
didSet {
scoreLabel.text = self.scoreValue.description
}
}
Now every time scoreValue changes, the scoreLabel is updated automatically.

SKPhysics Contact not functioning properly

I am trying to use the SKPhysicsContactDelegate function in SpriteKit and it will not seem to work. I want one sprite to perform an action when it hits the other. I have set up breakpoints at the didBeginContact function and for some reason my application never calls this function. All help appreciated. Code posted below.
struct PhysicsCatagory {
static let Enemy :UInt32 = 0x1 << 0
static let Slider :UInt32 = 0x1 << 1
static let Circle :UInt32 = 0x1 << 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var EnemyTimer = NSTimer()
var Circle = SKSpriteNode()
var Slider = SKSpriteNode()
var FastButton = SKNode()
var Title = SKSpriteNode()
var Text = SKSpriteNode()
var Path = UIBezierPath()
var gameStarted = Bool()
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
self.backgroundColor = UIColor.whiteColor()
Circle = SKSpriteNode(imageNamed:"blueCircle")
Circle.size = CGSize(width: 140, height: 140)
Circle.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
Circle.zPosition = 1.0
self.addChild(Circle)
Slider = SKSpriteNode(imageNamed: "blocker1")
Slider.size = CGSize(width: 15, height: 50)
Slider.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 80)
addChild(Slider)
Slider.zPosition = 1.0
moveClockWise()
}
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.node != nil && contact.bodyB.node != nil{
let firstBody = contact.bodyA.node as! SKSpriteNode
let secondBody = contact.bodyB.node as! SKSpriteNode
if ((firstBody.name == "Enemy") && (secondBody.name == "Slider")){
collisionBall(firstBody, Slider: secondBody)
}
else if ((firstBody.name == "Slider") && (secondBody.name == "Enemy")) {
collisionBall(secondBody, Slider: firstBody)
}
}
}
func collisionBall(Enemy : SKSpriteNode, Slider : SKSpriteNode){
Enemy.physicsBody?.dynamic = true
Enemy.physicsBody?.affectedByGravity = true
Enemy.physicsBody?.mass = 4.0
Slider.physicsBody?.mass = 4.0
Enemy.removeAllActions()
Enemy.physicsBody?.contactTestBitMask = 0
Enemy.physicsBody?.collisionBitMask = 0
Enemy.name = nil
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Slider.hidden = false
FastButton.hidden = false
Title.hidden = true
Text.hidden = true
EnemyTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: #selector(GameScene.Enemies), userInfo: nil, repeats: true)
//Physics
Slider.physicsBody?.categoryBitMask = PhysicsCatagory.Slider
Slider.physicsBody?.collisionBitMask = PhysicsCatagory.Enemy
Slider.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Slider.name = "Slider"
Slider.physicsBody?.dynamic = true
Slider.physicsBody?.affectedByGravity = true
if gameStarted == false{
gameStarted = true
}
else if gameStarted == true{
}
}
func moveClockWise(){
let dx = Slider.position.x / 2
let dy = Slider.position.y / 2
let rad = atan2(dy, dx)
let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)
let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 150)
//let rotate = SKAction.rotateByAngle(75, duration: 100)
Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
//Slider.runAction(SKAction.repeatActionForever(rotate).reversedAction())
}
func Enemies(){
let Enemy = SKSpriteNode(imageNamed: "darkRedDot")
Enemy.size = CGSize(width: 20, height: 20)
//Physics
Enemy.physicsBody = SKPhysicsBody(circleOfRadius: Enemy.size.width / 2)
Enemy.physicsBody?.categoryBitMask = PhysicsCatagory.Enemy
Enemy.physicsBody?.contactTestBitMask = PhysicsCatagory.Slider //| PhysicsCatagory.Circle
Enemy.physicsBody?.collisionBitMask = PhysicsCatagory.Slider //| PhysicsCatagory.Circle
Enemy.physicsBody?.dynamic = true
Enemy.physicsBody?.affectedByGravity = false
Enemy.name = "Enemy"
The contact is not beginning because your slider has no physics body, making it impossible to recognize contact. Unless, it's not in this code, your slider has no physics body, but your enemy does. Try declaring Slider.phisicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "blocker1"), size: Slider.size)
Also, you should read about standard naming conventions in Swift. It is recommended that your variables always start with lowercase letters (eg. enemyTimer, circle, slider, fastButton, etc...).

How to track two different collisions in SpriteKit Swift

I have seen many methods on the internet, but I'm still very confused on how this is done. Ive legitimately have spent 3 hours yesterday on trying to acomplish this, but anyway the question I have is I have 3 main SKSpriteNodes in my game: man, ground, and arrow. Im trying to make it so that when the man jumps he is only able to jump once until returning back to the ground. My plan is to have it so that when the jump button is pressed a condition is changed and won't be changed back till the man hits the ground again. Im also trying to make it so that when an arrow contacts him it will be a game over and run a line of code. This is the code I have so far
//
// GameScene.swift
// arrow jump
//
// Created by Joy Cafiero on 3/29/16.
// Copyright (c) 2016 3rd Dimension Studios inc. All rights reserved.
//
import SpriteKit
var timer = NSTimer()
var condition = 1
var arrow = SKSpriteNode()
var man = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var buttonRight = SKSpriteNode()
var buttonLeft = SKSpriteNode()
var buttonJump = SKSpriteNode()
let moveGrounRight = SKAction.moveByX(200, y: 0, duration: 1)
let repeatMoveGroundRight = SKAction.repeatActionForever(moveGrounRight)
let moveGrounLeft = SKAction.moveByX(-200, y: 0, duration: 1)
let repeatMoveGroundLeft = SKAction.repeatActionForever(moveGrounLeft)
let runningMan1 = (SKTexture (imageNamed: "running man1.png"))
let runningMan2 = (SKTexture (imageNamed: "running man2.png"))
let runningMan3 = (SKTexture (imageNamed: "running man3.png"))
let runningMan4 = (SKTexture (imageNamed: "running man4.png"))
let runningMan5 = (SKTexture (imageNamed: "running man5.png"))
let runningMan6 = (SKTexture (imageNamed: "running man6.png"))
let nuetralMan = (SKTexture (imageNamed: "running man nuetral.png"))
let jumpingMan1 = (SKTexture (imageNamed: "jumping man1"))
let jumpingMan2 = (SKTexture (imageNamed: "jumping man2"))
let jumpingMan3 = (SKTexture (imageNamed: "jumping man3"))
let animation = SKAction.animateWithTextures([ runningMan1, runningMan2, runningMan3, runningMan4, runningMan5, runningMan6], timePerFrame: 0.15)
let jumpingAnimation = SKAction.animateWithTextures([jumpingMan1, jumpingMan2, jumpingMan3], timePerFrame: 0.1)
let nuetralAnimation = SKAction.animateWithTextures([nuetralMan], timePerFrame: 0.05)
let repeatAnimation = SKAction.repeatActionForever(animation)
let manGroup:UInt32 = 1
let groundGroup:UInt32 = 2
let arrowGroup:UInt32 = 0x1 << 3
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, -5)
man = SKSpriteNode(texture: nuetralMan)
man.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
man.size = CGSize(width: man.size.width * 2, height: man.size.height * 2)
man.zPosition = 15
man.physicsBody = SKPhysicsBody(rectangleOfSize: man.size)
man.physicsBody?.dynamic = true
man.physicsBody?.allowsRotation = false
man.physicsBody?.categoryBitMask = manGroup
man.physicsBody?.contactTestBitMask = groundGroup
self.addChild(man)
let bgTexture = (SKTexture(imageNamed: "wild west landscape.png"))
bg = SKSpriteNode(texture: bgTexture)
bg.size = CGSize(width: self.frame.width, height: self.frame.height)
bg.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 100)
bg.zPosition = -1
self.addChild(bg)
let groundtexture = (SKTexture(imageNamed: "sandy ground.png"))
ground = SKSpriteNode(texture: groundtexture)
ground.size = CGSize(width: CGRectGetMaxX(self.frame), height: ground.size.height)
ground.position = CGPointMake(CGRectGetMidX(self.frame), 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.width, ground.size.height-255))
ground.physicsBody?.dynamic = false
ground.zPosition = 20
ground.physicsBody?.categoryBitMask = groundGroup
ground.physicsBody?.contactTestBitMask = manGroup
self.addChild(ground)
timer = NSTimer.scheduledTimerWithTimeInterval(7, target: self, selector: Selector("timerUpdate"), userInfo: nil, repeats: true)
buttonRight.color = SKColor.redColor()
buttonRight.position = CGPointMake(200, 200)
buttonRight.size = CGSize(width: 100, height: 100)
buttonRight.zPosition = 25
self.addChild(buttonRight)
buttonLeft.color = SKColor.redColor()
buttonLeft.position = CGPointMake(100, 200)
buttonLeft.size = CGSize(width: 100, height: 100)
buttonLeft.zPosition = 25
self.addChild(buttonLeft)
buttonJump.color = SKColor.greenColor()
buttonJump.position = CGPointMake(CGRectGetMaxX(self.frame) - 200, 200)
buttonJump.size = CGSize(width: 100, height: 100)
buttonJump.zPosition = 25
self.addChild(buttonJump)
}
func timerUpdate() {
let random = Int(arc4random_uniform(3))
var timeIncrease:NSTimeInterval = 0
var randomArrow = [self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65]
timeIncrease = timeIncrease + 7
let arrowTexture = (SKTexture(imageNamed: "arrow.png"))
let movingArrow = SKAction.moveByX(-self.frame.size.width, y: 0, duration: NSTimeInterval(self.frame.size.width/100)-5+timeIncrease)
let removeArrows = SKAction.removeFromParent()
let repeatmoveArrows = SKAction.sequence([movingArrow, removeArrows])
arrow = SKSpriteNode(texture: arrowTexture)
arrow.size = CGSize(width: arrow.size.width, height: arrow.size.height)
arrow.position = CGPointMake(CGRectGetMaxX(self.frame), randomArrow[random])
arrow.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(arrowTexture.size().width - 100, arrow.size.height / 2))
arrow.physicsBody?.dynamic = false
arrow.zPosition = 10
arrow.physicsBody?.categoryBitMask = arrowGroup
arrow.physicsBody?.contactTestBitMask = manGroup
arrow.runAction(repeatmoveArrows)
arrow.physicsBody?.categoryBitMask = arrowGroup
arrow.physicsBody?.contactTestBitMask = manGroup
self.addChild(arrow)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if buttonRight.containsPoint(location) {
man.xScale = 1
man.runAction(repeatMoveGroundRight, withKey: "MoveRight")
man.runAction(repeatAnimation, withKey: "Run")
}
if buttonLeft.containsPoint(location) {
man.xScale = -1
man.runAction(repeatMoveGroundLeft, withKey: "MoveLeft")
man.runAction(repeatAnimation, withKey: "Run")
}
if buttonJump.containsPoint(location) {
if(condition == 1) {
man.physicsBody?.velocity = CGVectorMake(0, 0)
man.physicsBody?.applyImpulse(CGVectorMake(0, 400))
man.runAction(jumpingAnimation)
}
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if buttonRight.containsPoint(location) {
man.removeActionForKey("MoveRight")
man.removeActionForKey("Run")
man.texture = nuetralMan
}
if buttonLeft.containsPoint(location) {
man.removeActionForKey("MoveLeft")
man.removeActionForKey("Run")
man.texture = nuetralMan
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if buttonRight.containsPoint(location) {
man.removeActionForKey("MoveRight")
man.removeActionForKey("Run")
man.texture = nuetralMan
}
if buttonLeft.containsPoint(location) {
man.removeActionForKey("MoveLeft")
man.removeActionForKey("Run")
man.texture = nuetralMan
}
}
func didBeginContact(contact: SKPhysicsContact) {
condition = 1
man.texture = nuetralMan
print("contact")
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
}

How to fix this NSTimer issue?

Everything is fine until I use NSTimer to run the tree, that the images of tree is gone. I use SKview to show the physic then I find out that the code is still run, just only the image is gone. How can I fix it?
Part 1
class PlayScene: SKScene {
var BG6 = SKSpriteNode()
var balloon = SKSpriteNode()
var tree1 = SKSpriteNode()
var tree2 = SKSpriteNode()
Part 2
override func didMoveToView(view: SKView) {
MakeBG()
// add balloon
var ballontexture = SKTexture(imageNamed: "Balloon.png")
balloon = SKSpriteNode(texture: ballontexture)
balloon.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/5)
balloon.physicsBody = SKPhysicsBody(rectangleOfSize: balloon.size)
balloon.physicsBody?.dynamic = true
balloon.physicsBody?.allowsRotation = false
balloon.zPosition = 5
self.addChild(balloon)
var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector("MakeTree"), userInfo: nil, repeats: true)
var ground = SKNode()
ground.position = CGPointMake(0, 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width,1))
ground.physicsBody?.dynamic = false
self.addChild(ground)
}
Part 3
func MakeBG(){
// chen hinh nen
//BG1
var BG1texture = SKTexture(imageNamed: "BG2")
var BG1 = SKSpriteNode(texture: BG1texture)
BG1.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
BG1.size.height = self.size.height
var BG1move = SKAction.moveToY(-self.frame.size.height, duration: 90)
BG1.runAction(BG1move)
self.addChild(BG1)
//BG2
var BG2texture = SKTexture(imageNamed: "BG3")
var BG2 = SKSpriteNode(texture: BG2texture)
BG2.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height)
BG2.size.height = self.size.height
var BG2move = SKAction.moveToY(-self.frame.size.height, duration: 140)
BG2.runAction(BG2move)
self.addChild(BG2)
//BG3
var BG3texture = SKTexture(imageNamed: "BG4")
var BG3 = SKSpriteNode(texture: BG3texture)
BG3.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*2)
BG3.size.height = self.size.height
var BG3move = SKAction.moveToY(-self.frame.size.height, duration: 195)
BG3.runAction(BG3move)
self.addChild(BG3)
//BG4
var BG4texture = SKTexture(imageNamed: "BG5")
var BG4 = SKSpriteNode(texture: BG4texture)
BG4.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*3)
BG4.size.height = self.size.height
var BG4move = SKAction.moveToY(-self.frame.size.height, duration: 250)
BG4.runAction(BG4move)
self.addChild(BG4)
//BG5
var BG5texture = SKTexture(imageNamed: "BG6")
var BG5 = SKSpriteNode(texture: BG5texture)
BG5.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*4)
BG5.size.height = self.size.height
var BG5move = SKAction.moveToY(-self.frame.size.height, duration: 305)
BG5.runAction(BG5move)
self.addChild(BG5)
// BG6
var BG6texture = SKTexture(imageNamed: "BG7")
BG6 = SKSpriteNode(texture: BG6texture)
BG6.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*5 + self.frame.size.height*5)
BG6.size.height = self.size.height
BG6.runAction(SKAction.moveTo(CGPoint(x: self.size.width/2 , y: self.size.height/2), duration: 276.5))
self.addChild(BG6)
}
func MakeTree(){
// between
let between = balloon.size.width
// random
var movementAmount = arc4random() % UInt32(self.frame.size.height/2)
var treeoffset = CGFloat(movementAmount) - self.frame.size.height/4
// move tree
var treemove = SKAction.moveByX(0, y: -self.frame.size.width*2, duration: NSTimeInterval(self.frame.size.height/50))
var treeremove = SKAction.removeFromParent()
var treemoveandremove = SKAction.sequence([treemove, treeremove])
// add tree1
var tree1texture = SKTexture(imageNamed: "C2.png")
tree1 = SKSpriteNode(texture: tree1texture)
tree1.position = CGPointMake(CGRectGetMidX(self.frame) - tree1texture.size().width/2 - between + treeoffset, CGRectGetMidY(self.frame) + self.frame.size.height)
tree1.runAction(treemoveandremove)
tree1.physicsBody = SKPhysicsBody(rectangleOfSize: tree1.size)
tree1.physicsBody?.dynamic = false
self.addChild(tree1)
// add tree2
var tree2texture = SKTexture(imageNamed: "C1.png")
tree2 = SKSpriteNode(texture: tree2texture)
tree2.position = CGPointMake(CGRectGetMidX(self.frame) + tree2texture.size().width/2 + between + treeoffset, CGRectGetMidY(self.frame) + self.frame.size.height)
tree2.runAction(treemoveandremove)
tree2.physicsBody = SKPhysicsBody(rectangleOfSize: tree2.size)
tree2.physicsBody?.dynamic = false
[enter image description here][1]
self.addChild(tree2)
}
If I understood your question correctly, then you want to know why your "tree" is gone.
It appears that your MakeTree() method moves all the tree sprite nodes off the screen:
var treemove = SKAction.moveByX(0, y: -self.frame.size.width*2, duration: NSTimeInterval(self.frame.size.height/50))
Also, you shouldn't use NSTimers in SpriteKit. Use SKAction.waitForDuration instead. Like this:
let delay = SKAction.waitForDuration(3)
someNode.runAction(delay) {
//run code here after 3 seconds
}

Use random number (arc4random_uniform) to display random shapes

The purpose for this code is to do random number to display random shapes but the simulator displays them in the same spot which is the bottom left corner of the screen, for some reason the random for the position which is a is not working.
Code:
import UIKit
import SpriteKit
import Darwin
class StartGame: SKScene {
var scoreLabel = SKLabelNode(fontNamed: "cholkDuster")
var square = SKSpriteNode(imageNamed: "square")
var circle = SKSpriteNode(imageNamed: "circle")
var rectangle = SKSpriteNode(imageNamed: "rectangle")
var triangle = SKSpriteNode(imageNamed: "triangle")
let bg = SKSpriteNode(imageNamed: "background.png")
var score = 0
override func didMoveToView(view: SKView) {
//random number for the shapes
var timecreatShapes = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("creatShapes"), userInfo: nil, repeats: true)
//background image
bg.position = CGPoint(x: CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
bg.size.width = self.frame.size.width
bg.size.height = self.frame.size.height
self.addChild(bg)
self.scoreLabel.text = "0"
self.scoreLabel.fontSize = 42
self.scoreLabel.position = CGPoint(x: CGRectGetMidX(self.frame) , y: CGRectGetMidY(self.frame))
self.addChild(scoreLabel)
scoreLabel.zPosition = 2
self.physicsWorld.gravity = CGVectorMake(0, -0.5)
//declaring a square image
square.size = CGSize(width: 150, height: 100)
square.color = SKColor.redColor()
square.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
square.physicsBody?.dynamic = true
square.physicsBody?.allowsRotation = false
//declaring a circle image
circle.size = CGSize(width: 150, height: 100)
circle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
circle.physicsBody?.dynamic = true
circle.physicsBody?.allowsRotation = false
//declaring a triangle
triangle.size = CGSize(width: 150, height: 100)
triangle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
triangle.physicsBody?.dynamic = true
triangle.physicsBody?.allowsRotation = false
//declaring rectangle
rectangle.size = CGSize(width: 150, height: 100)
rectangle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
rectangle.physicsBody?.dynamic = true
rectangle.physicsBody?.allowsRotation = false
}
func creatShapes () {
var x = Int ( arc4random_uniform(4) + 1)
var a = CGFloat ( arc4random_uniform(1000) + 1)
switch(x){
case 1:
circle.position = CGPoint (x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"circle"))
case 2:
square.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"square"))
case 3:
rectangle.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"rectangle"))
case 4:
triangle.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"triangle"))
default:
break
}
println(x)
println(a)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if (self.nodeAtPoint(location) == self.square || self.nodeAtPoint(location) == self.triangle || self.nodeAtPoint(location) == self.circle || self.nodeAtPoint(location) == self.rectangle){
self.score++
}
self.scoreLabel.text = String(self.score)
}
}