Point system with SpriteKit - swift

I'm making a game where I have a ball(the player) that is suppose to get from on side to the other of the screen. On both of the sides I have a SKSpriteNode that the ball needs to touch to score one point. When the ball touches the SKSpriteNode on on of the sides, then the ball needs to get to the other side and touch the other SKSpriteNode to score another point. And so on. How can I make so that when the game starts, the spritenode at the top is active, and when that is touched, the one at the bottom is active?
I've made a "incrementScore" function that adds one to the score everytime the ball touches the "points":
func incrementScore() {
score += 1
scoreLabel.text = String(score)
}
Then I have my two "goals" that the ball needs to touch to score:
func createGoals() {
let goalTop = SKSpriteNode(imageNamed: "Goal")
goalTop.name = "Goal"
goalTop.anchorPoint = CGPoint(x: 0.5, y: 0.5)
goalTop.position = CGPoint(x: 0, y: 465)
goalTop.physicsBody = SKPhysicsBody(rectangleOf: goalTop.size)
goalTop.physicsBody?.affectedByGravity = false
goalTop.physicsBody?.isDynamic = false
goalTop.zPosition = 2
self.addChild(goalTop)
let goalBottom = SKSpriteNode(imageNamed: "Goal")
goalBottom.name = "Goal"
goalBottom.anchorPoint = CGPoint(x: 0.5, y: 0.5)
goalBottom.position = CGPoint(x: 0, y: -435)
goalBottom.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width:
goalBottom.size.width - 10, height: goalBottom.size.height - 10))
goalBottom.physicsBody?.affectedByGravity = false
goalBottom.physicsBody?.isDynamic = false
goalBottom.zPosition = 2
self.addChild(goalBottom)
}
Also I've started on the didBegin contact function:
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Player" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Point" {
incrementScore()
}
}

use the categoryBitMask to enable active bodies:
When you want goalTop to be active:
goalTop.categoryBitMask = category.Goal
goalBottom.categoryBitMask = 0
When you want goalBottom to be active:
goalTop.categoryBitMask = 0
goalBottom.categoryBitMask = category.Goal
Note: category.Goal is whatever number you use as your category

Related

Swift programming. Possible problem with SKPhysicscontact

I'm working on a project / game and I'm stuck at adding new enemies to the game and to program them. This is how my code looked before I started changing and only had one type of "alien". I want to create two new types, one that you lose 5 points from hitting and one 10. In the code now, there is only one of three and it gives +5 points. How would you guys add the two new? I think I'm overthinking it and that's why I messed up.
import SpriteKit
import GameplayKit
import CoreMotion
class GameScene: SKScene, SKPhysicsContactDelegate {
var starfield:SKEmitterNode!
var player:SKSpriteNode!
var scoreLabel:SKLabelNode!
var score:Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var gameTimer:Timer!
var possibleAliens = ["alien"]
//This is the "alien you earn +5 point from shooting. Im trying to get 2 new aliens to the scene, one that you lose -5 points from shooting and one you lose -10 on.
//I have tried to rewrite the codes to the two new, but they still earn +5 points from shooting all 3 types. What would you guys do and how?
let alienCategory:UInt32 = 0x1 << 1
let photonTorpedoCategory:UInt32 = 0x1 << 0
let motionManger = CMMotionManager()
var xAcceleration:CGFloat = 0
override func didMove(to view: SKView) {
starfield = SKEmitterNode(fileNamed: "Starfield")
starfield.position = CGPoint(x: 0, y: 1472)
starfield.advanceSimulationTime(10)
self.addChild(starfield)
starfield.zPosition = -1
player = SKSpriteNode(imageNamed: "shuttle")
player.position = CGPoint(x: self.frame.size.width / 2, y: player.size.height / 2 + 20)
self.addChild(player)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 100, y: self.frame.size.height - 60)
scoreLabel.fontName = "AmericanTypewriter-Bold"
scoreLabel.fontSize = 36
scoreLabel.fontColor = UIColor.white
score = 0
self.addChild(scoreLabel)
gameTimer = Timer.scheduledTimer(timeInterval: 0.75, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
motionManger.accelerometerUpdateInterval = 0.2
motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data:CMAccelerometerData?, error:Error?) in
if let accelerometerData = data {
let acceleration = accelerometerData.acceleration
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
}
}
}
func addAlien () {
possibleAliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: possibleAliens) as! [String]
let alien = SKSpriteNode(imageNamed: possibleAliens[0])
let randomAlienPosition = GKRandomDistribution(lowestValue: 0, highestValue: 414)
let position = CGFloat(randomAlienPosition.nextInt())
alien.position = CGPoint(x: position, y: self.frame.size.height + alien.size.height)
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategory
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
let animationDuration:TimeInterval = 6
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: position, y: -alien.size.height), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
alien.run(SKAction.sequence(actionArray))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
fireTorpedo()
}
func fireTorpedo() {
self.run(SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
torpedoNode.position = player.position
torpedoNode.position.y += 5
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
let animationDuration:TimeInterval = 0.3
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
torpedoNode.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & photonTorpedoCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
}
}
func torpedoDidCollideWithAlien (torpedoNode:SKSpriteNode, alienNode:SKSpriteNode) {
let explosion = SKEmitterNode(fileNamed: "Explosion")!
explosion.position = alienNode.position
self.addChild(explosion)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
torpedoNode.removeFromParent()
alienNode.removeFromParent()
self.run(SKAction.wait(forDuration: 2)) {
explosion.removeFromParent()
}
score += 5
}
override func didSimulatePhysics() {
player.position.x += xAcceleration * 50
if player.position.x < -20 {
player.position = CGPoint(x: self.size.width + 20, y: player.position.y)
}else if player.position.x > self.size.width + 20 {
player.position = CGPoint(x: -20, y: player.position.y)
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
I wouldn't recommend following this answer if your game becomes more complex. Normally I would say put the aliens in subclasses initialized with their own categorybitmasks and other properties, but to avoid modifying your code too much I just changed the addAlien() method and didBeginContact method. Each alien has its own categoryBitMask and textureName.
let alienCategories:[UInt32] = [(0x1 << 1),(0x1 << 2),(0x1 << 3)]
let alienTextureNames:[String] = ["alien1","alien2","alien3"]
This will make a random Alien using the values in the collections above
func addAlien () {
//Random index between 0 and 2 changing the texture and category bitmask
let index = Int.random(in: 0...2)
let textureName = alienTextureNames[index]
let alien = SKSpriteNode(imageNamed: textureName)
//Use Int.random() if you don't want a CGFLoat
let xPos = CGFloat.random(in: 0...414)
let yPos = frame.size.height + alien.size.height
alien.position = CGPoint(x: xPos, y: yPos)
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategories[index]
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
let moveAction = SKAction.moveTo(y: -alien.size.height, duration: 6)
alien.run(moveAction, completion: { alien.removeFromParent() })
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[0] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score += 5
}else if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[1] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score -= 5
}else if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[2] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score -= 10
}
}
Change the torpedoNode.physicsBody?.contactTestBitMask = alienCategory line in the fireTorpedo method to alien.physicsBody?.contactTestBitMask = (alienCategories[0] | alienCategories[1] | alienCategories[2])

Node not being removed from parent (spritekit)

Create enemy
touchesBegan and didBegin contact function
My enemy node is not being removed from the scene every time my sword node touches it. I'm just wondering if anyone could explain to me what I'm doing wrong?
(UPDATE BELOW)
import SpriteKit
import GameplayKit
import AVFoundation
class LevelTwo: SKScene, SKPhysicsContactDelegate{
var levelBg = SKSpriteNode(imageNamed: "level2")
var hero = SKSpriteNode()
var enemy = SKSpriteNode()
var sword = SKSpriteNode()
var health1 = SKSpriteNode(imageNamed: "playerhplv2")
var health2 = SKSpriteNode(imageNamed: "playerhplv2")
var health3 = SKSpriteNode(imageNamed: "playerhplv2")
var musicPath = URL(fileURLWithPath: Bundle.main.path(forResource: "gameMusic", ofType: "mp3")!)
var musicGamePlayer = AVAudioPlayer()
var runMonster = SKAction()
var waitMonster = SKAction()
var sequenceMonster = SKAction()
var repeatMonster = SKAction()
enum CollisionNum: UInt32{
case swordNum = 1
case enemyNum = 2
case playerNum = 4
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
///music
do{
musicGamePlayer = try AVAudioPlayer(contentsOf: musicPath)
musicGamePlayer.prepareToPlay()
musicGamePlayer.numberOfLoops = -1
musicGamePlayer.play()
}
catch{
print(error)
}
//bg
levelBg.position = CGPoint(x: 0, y: 0)
levelBg.zPosition = 1
levelBg.size = levelBg.texture!.size()
levelBg.setScale(1.25)
self.addChild(levelBg)
//hero
let playerTexture = SKTexture(imageNamed: "main")
hero = SKSpriteNode(texture: playerTexture)
hero.position = CGPoint(x: 0, y: 0)
hero.zPosition = 2
hero.setScale(0.6)
hero.physicsBody = SKPhysicsBody(texture: playerTexture, size: CGSize(width: hero.size.width, height: hero.size.height))
hero.physicsBody!.categoryBitMask = CollisionNum.playerNum.rawValue
hero.physicsBody!.collisionBitMask = CollisionNum.enemyNum.rawValue //player is allowed to bump into rocks and skulls
hero.physicsBody!.contactTestBitMask = CollisionNum.enemyNum.rawValue // same as collisions
hero.physicsBody!.isDynamic = false
self.addChild(hero)
//health1
health1.position = CGPoint(x: 130, y: 150)
health1.zPosition = 3
health1.setScale(0.75)
self.addChild(health1)
//health2
health2.position = CGPoint(x: 230, y: 150)
health2.zPosition = 3
health2.setScale(0.75)
self.addChild(health2)
//health3
health3.position = CGPoint(x: 320, y: 150)
health3.zPosition = 3
health3.setScale(0.75)
self.addChild(health3)
runMonster = SKAction.run(addMonster)
waitMonster = SKAction.wait(forDuration: 0.3)
sequenceMonster = SKAction.sequence([runMonster,waitMonster])
repeatMonster = SKAction.repeatForever(sequenceMonster)
run(repeatMonster)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locale = touch.location(in: self)
hero.position.x = locale.x
hero.position.y = locale.y
}
}
func addMonster(){
//random position based off the bg size
let monsterHigherX = Int(levelBg.size.width)
let monsterHigherY = Int(levelBg.size.height)
let monsterLowerX = monsterHigherX * -1
let monsterLowerY = monsterHigherY * -1
let randomLocaleX = Int(arc4random_uniform(UInt32(monsterHigherX - monsterLowerX))) + monsterLowerX
let randomLocaleY = Int(arc4random_uniform(UInt32(monsterHigherY - monsterLowerY))) + monsterLowerY
let movementEnemy = SKAction.moveBy(x: -5, y: -5, duration: 0.2)
let movementForever = SKAction.repeatForever(movementEnemy)
let enemyTexture = SKTexture(imageNamed: "boss0")
enemy = SKSpriteNode(texture: enemyTexture)
enemy.zPosition = 2
enemy.setScale(0.5)
enemy.position = CGPoint(x: randomLocaleX, y: randomLocaleY)
enemy.physicsBody = SKPhysicsBody(texture: enemyTexture, size: CGSize(width: enemy.size.width, height: enemy.size.height))
enemy.physicsBody!.isDynamic = true
enemy.physicsBody!.affectedByGravity = false
enemy.physicsBody!.categoryBitMask = CollisionNum.enemyNum.rawValue
enemy.physicsBody!.collisionBitMask = CollisionNum.swordNum.rawValue
enemy.physicsBody!.contactTestBitMask = CollisionNum.swordNum.rawValue
enemy.run(movementForever)
self.addChild(enemy)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let swordTexture = SKTexture(imageNamed: "blade-0")
sword = SKSpriteNode(texture: swordTexture)
sword.setScale(0.50)
sword.zPosition = 2
sword.position = hero.position
sword.physicsBody = SKPhysicsBody(texture: swordTexture, size: CGSize(width: sword.size.width, height: sword.size.height))
sword.physicsBody!.velocity = CGVector(dx: 1200, dy:0)
sword.physicsBody!.isDynamic = true
sword.physicsBody!.affectedByGravity = true
sword.physicsBody!.usesPreciseCollisionDetection = true
sword.physicsBody!.categoryBitMask = CollisionNum.swordNum.rawValue
sword.physicsBody!.collisionBitMask = CollisionNum.enemyNum.rawValue
sword.physicsBody!.contactTestBitMask = CollisionNum.enemyNum.rawValue
self.addChild(sword)
}
func didBegin(_ contact: SKPhysicsContact) {
let collision: UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == CollisionNum.swordNum.rawValue | CollisionNum.enemyNum.rawValue {
enemy.removeFromParent()
}
}
override func update(_ currentTime: TimeInterval) {
}
}
(Ive attached my whole level2 class) Thank you so much for the suggestion; however, when I tried implementing this I still run into the same problem (im running this on the iphone simulator) Im wondering whether the error is with my enum or my implementation of my physics with my nodes
You do not want to remove "enemy" because "enemy" is always the last monster you added. You need to check which contactBody is the enemy so you can remove it. You can do that by guaranteeing which node you want to associate as A, and which you want to associate as B by looking at the categoryBitMask value:
func didBegin(_ contact: SKPhysicsContact) {
//This guarantees the lower categoryBitMask (Providing you are only using one) is in A
let bodyA = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyA : contact.bodyB
let bodyB = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyB : contact.bodyA
if bodyA.categoryBitMask == CollisionNum.swordNum.rawValue && bodyB.categoryBitMask == CollisionNum.enemyNum.rawValue {
bodyB.node.removeFromParent()
}
}
Of course this will lead to problems with multiple collisions, so instead you may want to do:
var removeNodes = SKNode()
func didBegin(_ contact: SKPhysicsContact) {
//This guarantees the lower categoryBitMask (Providing you are only using one) is in A
let bodyA = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyA : contact.bodyB
let bodyB = contact.bodyA.categoryBitMask > contact.bodyB.categoryBitMask ? contact.bodyB : contact.bodyA
if bodyA.categoryBitMask == CollisionNum.swordNum.rawValue && bodyB.categoryBitMask == CollisionNum.enemyNum.rawValue {
bodyB.node.moveToParent(removeNodes)
}
}
func didFinishUpdate(){
removeNodes.removeAllChildren()
}
Try this:
func didBegin(_ contact: SKPhysicsContact) {
let collision: UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == CollisionNum.swordNum.rawValue | CollisionNum.enemyNum.rawValue {
enemy.removeFromParent()
}
}
You were only testing if bodyA is equal to the enemy, however, bodyA may be equal to the sword instead.

Not detecting collision

I'm getting some difficulty detecting collision in my SpriteKit Game. I simply want to detect collision between the missiles and the enemies and boats.
I have the ColliderType:
struct ColliderType {
static let Boat: UInt32 = 1
static let Enemy: UInt32 = 2
static let Wall: UInt32 = 3
static let Bullet: UInt32 = 4
}
class GameplayScene: SKScene, SKPhysicsContactDelegate {
var player = SKSpriteNode()
var enemy = SKSpriteNode()
var boat = SKSpriteNode()
var missile = SKSpriteNode()
The didBegin contact:
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Missile" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Missile" && secondBody.node?.name ==
"Enemy" {
incrementScore()
secondBody.node?.removeFromParent()
} else if firstBody.node?.name == "Missile" &&
secondBody.node?.name == "Boat" {
incrementScore()
}
}
I have added the "physicsWorld.contactDelegate = self" in the didMove toview
I have also added physicsBodies to all the relevant spritenodes:
func fireMissile() {
let missile = SKSpriteNode(color: .yellow, size: CGSize(width: 20,
height: 5))
missile.name = "Missile"
missile.position = CGPoint(x: player.position.x + 28, y:
player.position.y + 10)
missile.zPosition = 2
missile.physicsBody = SKPhysicsBody(rectangleOf: missile.size)
missile.physicsBody?.isDynamic = false
missile.physicsBody?.categoryBitMask = ColliderType.Bullet
missile.physicsBody?.collisionBitMask = ColliderType.Enemy |
ColliderType.Boat
missile.physicsBody?.contactTestBitMask = ColliderType.Enemy |
ColliderType.Boat
self.addChild(missile)
}
func createEnemies() {
let enemy = SKSpriteNode(imageNamed: "Enemy1")
enemy.name = "Enemy"
enemy.anchorPoint = CGPoint(x: 0.5, y: 0.5)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.height
/ 2)
enemy.physicsBody?.categoryBitMask = ColliderType.Enemy
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.isDynamic = false
enemy.zPosition = 3
enemy.position.y = self.frame.height + 100
enemy.position.x = CGFloat.randomBetweenNumbers(firstNum: -347.5,
secondNum: -85)
self.addChild(enemy)
}
func createBoat() {
let boat = SKSpriteNode(imageNamed: "Boat")
boat.name = "Boat"
boat.anchorPoint = CGPoint(x: 0.5, y: 0.5)
boat.physicsBody = SKPhysicsBody(circleOfRadius: boat.size.height /
2)
boat.physicsBody?.categoryBitMask = ColliderType.Boat
boat.physicsBody?.affectedByGravity = false
boat.physicsBody?.isDynamic = false
boat.zPosition = 3
boat.position.y = self.frame.height + 100
boat.position.x = CGFloat.randomBetweenNumbers(firstNum: 0,
secondNum: 0)
self.addChild(boat)
}
Firstly, some of your categories are wrong:
static let Wall: UInt32 = 3
static let Bullet: UInt32 = 4
This effectively defines Wall as being both a Boat and an Enemy. Change them to:
static let Wall: UInt32 = 4
static let Bullet: UInt32 = 8
(Categories should always be unique powers of 2 - 1, 2, 4, 8, 16 etc).
The rest looks ok, so try that and let us know if it’s working.
Edit:
OK - just noticed that all of your physics bodies have their isDynamic property set to false - this means that, among other things, the body will not trigger contacts. so if you want missile to generate contacts with either enemy or boat, then either missile should be dynamic or both enemy and boat should be dynamic (only 1 of the 2 objects involved in a contact needs to by dynamic).

SpriteKit won't recognise contact

bellow is my code which for some reason won't recognise contact between two sprites, in this case, ninja and left or right wall. So my question is what am I missing? I add collision categories and assigned them accordingly
func didBegin(_ contact: SKPhysicsContact) {
let nodeB = contact.bodyB.node!
if nodeB.name == "RIGHT_WALL" {
print("right wall touched")
RightWallTouched = true
self.CurrentScore = self.CurrentScore + 1
}
if nodeB.name == "LEFT_WALL" {
print("left wall touched")
RightWallTouched = false
self.CurrentScore = self.CurrentScore + 1
}
self.CurrentScoreLabel.text = "\(self.CurrentScore)"
if nodeB.name == "SPIKE" {
self.GameStarted = false
if(CurrentScore > HighScore){
defaults.set(CurrentScore, forKey: self.HighScoreStorageKey)
defaults.synchronize()
self.HighScoreLabel.text = "\(self.defaults.integer(forKey: self.HighScoreStorageKey))"
}
endGame()
}
}
func CreateNinja(){
let ninjaTexture = SKTexture(imageNamed: "ninja-right.png")
ninjaTexture.filteringMode = .nearest
self.ninja = SKSpriteNode(texture: ninjaTexture)
self.ninja!.physicsBody = SKPhysicsBody(texture: ninjaTexture, size: ninja!.size)
self.ninja?.name = "NINJA"
self.ninja!.physicsBody?.isDynamic = false
self.ninja!.physicsBody?.allowsRotation = false
self.ninja!.physicsBody?.restitution = 0.6
self.ninja!.physicsBody?.mass = 0.430 // m = 430g
self.ninja!.position = CGPoint(x: self.frame.size.width / 2 , y: self.frame.size.height/5)
self.ninja!.physicsBody?.categoryBitMask = ninjaCollisionCategory
self.ninja!.physicsBody?.contactTestBitMask = 0
self.ninja!.physicsBody?.collisionBitMask = wallCollisionCategory
self.addChild(self.ninja!)
}
func CreateWall(){
let topwall = SKSpriteNode()
topwall.name = "TOP_WALL"
topwall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.size.width, height: 5))
topwall.physicsBody?.categoryBitMask = wallCollisionCategory
topwall.physicsBody?.isDynamic = false
topwall.physicsBody?.restitution = 0.6
topwall.position = CGPoint(x: self.frame.size.width / 2.0 , y: self.frame.size.height)
topwall.physicsBody?.friction = 0
topwall.zPosition = 4
self.addChild(topwall)
let leftwall = SKSpriteNode(color: UIColor.black, size: CGSize(width: 20, height: self.frame.size.height))
leftwall.name = "LEFT_WALL"
leftwall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 20, height: self.frame.size.height))
leftwall.physicsBody?.categoryBitMask = wallCollisionCategory
leftwall.physicsBody?.contactTestBitMask = 0
leftwall.physicsBody?.isDynamic = false
leftwall.position = CGPoint(x: 0 , y: self.frame.size.height / 2.0)
leftwall.zPosition = 4
leftwall.physicsBody?.restitution = 1.0
leftwall.physicsBody?.friction = 0
self.addChild(leftwall)
let rightwall = SKSpriteNode(color: UIColor.black, size: CGSize(width: 20, height: self.frame.size.height))
rightwall.name = "RIGHT_WALL"
rightwall.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 20, height: self.frame.size.height))
rightwall.physicsBody?.categoryBitMask = wallCollisionCategory
rightwall.physicsBody?.contactTestBitMask = 0
rightwall.physicsBody?.isDynamic = false
rightwall.physicsBody?.restitution = 1.0
rightwall.physicsBody?.friction = 0
rightwall.position = CGPoint(x: self.frame.size.width , y: self.frame.size.height / 2.0)
rightwall.zPosition = 4
self.addChild(rightwall)
}
A more common way to do the collision function would be something like this
func didBegin(_ contact: SKPhysicsContact) {
let firstBody: SKPhysicsBody
let secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// Ninja hit wall or wall hit ninja
if (firstBody.categoryBitMask == ninjaCollisionCategory) && (secondBody.categoryBitMask == wallCollisionCategory) {
// Do something for all walls
...
// you can also check the name for some specific wall e.g.
if secondBody.node?.name == "RIGHT_WALL" {
// hit right wall
}
}
}
You also need to set the delegate in didMoveToView
physicsWorld.contactDelegate = self
and should probably set your ninja sprite physics body to dynamic
ninja?.physicsBody?.isDynamic = true // You can also remove this line as its set to true by default
Finally, as good practice, try to follow the Swift guidelines, your functions and properties should start with small letters not capital letters e.g
var currentScore = 0
func createNinja() { ... }
Hope this helps

contacts not recognized when body is changed from circle to rectangle

With help from here I have made a circle body traverse a given path. I have some bodies at some of the path points and have logged contact in didBeginContact. When the body gets in contact with a specific body the circle body is changed to a rectangle. This rectangular body is suppose to traverse the same path as the original circle body but it doesn't reach the path points as the contact is not logged. I tried changing radiusPoint to the width or height of the rectangle also but that didn't work. Also the rectangle body is bigger than the circle body. How can I get the rectangle to traverse the points with the contact recognised? Please see code below.
Code related to path traversal:
let repeats: Bool = true //Whether to repeat the path.
var pathIndex = 0 //The index of the current point to travel.
var pointRadius: CGFloat = SKTexture(imageNamed: "circle").size().width //How close the node must be to reach the destination point.
let travelSpeed: CGFloat = 250 //Speed the node will travel at.
let rate: CGFloat = 0.9 //Motion smoothing. 0.5
circlePath = [
CGPoint(x:screenSize.width , y: screenSize.height/3),
CGPoint(x: screenSize.width/2, y: platform.sprite.frame.height),
CGPoint(x: 0.0, y: screenSize.height/3),
CGPoint(x: CGFloat(pos1) + screenSize.width/20, y: upperSpearPosHeight)]
final func didReachPoint() {
//reached point!
pathIndex++
if pathIndex >= ballPath.count && repeats {
pathIndex = 0
}
}
func updatePath() {
if pathIndex >= 0 && pathIndex < circlePath.count {
let destination = circlePath[pathIndex]
//currentPosition = destination
let displacement = CGVector(dx: destination.x-circle!.sprite.position.x, dy: destination.y-circle!.sprite.position.y)
let radius = sqrt(displacement.dx*displacement.dx+displacement.dy*displacement.dy)
let normal = CGVector(dx: displacement.dx/radius, dy: displacement.dy/radius)
let impulse = CGVector(dx: normal.dx*travelSpeed, dy: normal.dy*travelSpeed)
let relativeVelocity = CGVector(dx:impulse.dx-circle!.sprite.physicsBody!.velocity.dx, dy:impulse.dy-circle!.sprite.physicsBody!.velocity.dy);
circle!.sprite.physicsBody!.velocity=CGVectorMake(circle!.sprite.physicsBody!.velocity.dx+relativeVelocity.dx*rate, circle!.sprite.physicsBody!.velocity.dy+relativeVelocity.dy*rate);
if radius < pointRadius {
didReachPoint()
}
}
}
Contact code:
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody
var secondBody : SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == bonusCategory {
let img = SKTexture(imageNamed: "rectangular")
(firstBody.node! as? SKSpriteNode)?.size = img.size()
firstBody.node!.physicsBody = SKPhysicsBody(texture: img, size: img.size())
firstBody.node!.physicsBody?.allowsRotation = false
changeCircleAction = SKAction.setTexture(img)
firstBody.node!.runAction(changeCircleAction)
}
if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == platformCategory {
print("touched platform")
}
if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == smallStarCategory {
removeStar(secondBody.node!)
}
It seems like when you change the firstBody to a rectangle (in the didBeginContact method), you don't set the bit mask. From what you described, it appears you want to set it to circleCategory as such:
firstBody.node!.physicsBody?.categoryBitMask = circleCategory
I would put this right below the firstBody.node!.physicsBody?.allowsRotation = false.