Swift 3 Physicsbody Collisions doesn't work - swift

This is my class for the Player
My Player doesn't collide with the Gamefield they just go through each other.
I dont want them to be on top of each other.
I tried to google the solution but for me it seems that I did mostly all right.
Please Help:
class Player: SKShapeNode {
static public let length: CGFloat = 50
static public let rect = CGRect(x: -length/2, y: -length/2, width: length, height: length)
var life = 100
override init() {
super.init()
self.fillColor = SKColor.blue
self.strokeColor = SKColor.black
self.position = CGPoint(x: 50, y: 50)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: Player.rect)
self.physicsBody?.isDynamic = true
self.physicsBody?.allowsRotation = false
self.physicsBody?.categoryBitMask = PhysicsCategory.Robot
self.physicsBody?.contactTestBitMask = PhysicsCategory.Projectile
self.physicsBody?.collisionBitMask = PhysicsCategory.Gamefield
self.physicsBody?.usesPreciseCollisionDetection = true
}; required init?(coder aDecoder: NSCoder) {fatalError("init(coder:) has not been implemented")}
func moveBy(vect: CGVector) {
self.position.x += vect.dx
self.position.y += vect.dy
//print(vect.dx, vect.dy)
}
}
This is my Gamescene Class
struct PhysicsCategory {
static let None : UInt32 = UInt32.min
static let All : UInt32 = UInt32.max
static let Robot : UInt32 = 0b0001 // 1
static let Gamefield : UInt32 = 0b0010 // 2
static let Monster : UInt32 = 0b0011 // 3
static let Projectile : UInt32 = 0b0100 // 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var player = Player(rect: Player.rect)
var controlL: Control
var controlR: Control
var cam = SKCameraNode()
override init(size: CGSize) {
controlL = Control(posX: 0, size: size, direction: 1)
controlR = Control(posX: size.width, size: size, direction: -1)
super.init(size: size)
}; required init?(coder aDecoder: NSCoder) {fatalError("init(coder:) has not been implemented")}
override func didMove(to view: SKView) {
self.backgroundColor = SKColor.white
physicsWorld.gravity = CGVector.zero
physicsWorld.contactDelegate = self
cam.xScale = 1
cam.yScale = 1
self.camera = cam
player.addChild(cam)
let gameFieldRect = CGRect(x: 0, y: 0, width: 1000, height: 600)
let gameField = SKShapeNode(rect: gameFieldRect)
gameField.fillColor = SKColor.clear
gameField.strokeColor = SKColor.black
gameField.position = CGPoint(x: 0, y: 0)
gameField.physicsBody = SKPhysicsBody(edgeLoopFrom: gameFieldRect)
gameField.physicsBody?.isDynamic = true
gameField.physicsBody?.allowsRotation = false
gameField.physicsBody?.categoryBitMask = PhysicsCategory.Gamefield
gameField.physicsBody?.contactTestBitMask = PhysicsCategory.None
gameField.physicsBody?.collisionBitMask = PhysicsCategory.Robot
self.addChild(gameField)
self.addChild(player)
cam.addChild(controlL.add())
cam.addChild(controlR.add())
I hope someone sees the mistake. It took me quite long allready.

You need to change your robot to a different physics body type (rectangleOf)?:
SpriteKit supports two kinds of physics bodies, volume-based bodies and edge-based bodies. When you create a physics body, its kind, size, and shape are determined by the constructor method you call. An edge-based body does not have mass or volume and is unaffected by forces or impulses in the system. Edge-based bodies are used to represent volume-less boundaries or hollow spaces in your physics simulation. In contrast, volume-based bodies are used to represent objects with mass and volume.
Also, are you using impulses or forces to move your robot? Not .move(to:) or .position =? move and position will break your physics world (it will go through it in some scenarios)
Also, it looks like you need to change your category masks to a proper series (for didBegin(contact:))
it should be, 1, 2 , 4, 8, 16, so on... that is how you get unique contact hits.. Right now you could get a hit of "4" from 0+4 or 1+3... thus, not unique collisions.
Your collisionBitMask looks good though.. They should be bumping into each other.

Related

SpriteKit objects not colliding with each other

I'm working on my first SpriteKit project and I'm having problems getting collisions to work. The objects just pass right through each other. I thought just setting the category, collision and contact bitmasks would be all that was required. I'm defining my two objects like so:
final class Paddle: SKShapeNode {
init(isLeft: Bool) {
super.init()
...
path = CGPath(rect: rect, transform: nil)
let body = SKPhysicsBody(rectangleOf: rect.size)
body.category(.paddle, collidesWith: .ball, isDynamic: false)
physicsBody = body
}
}
final class Ball: SKShapeNode {
override init() {
super.init()
...
let rect = CGRect(x: 0, y: 0, width: radius * 2, height: radius * 2)
path = CGPath(ellipseIn: rect, transform: nil)
let body = SKPhysicsBody(circleOfRadius: radius)
body.category(.ball, collidesWith: .paddle)
body.linearDamping = 0
body.angularDamping = 0
body.restitution = 1.0
physicsBody = body
}
}
and then I added a helper extension to setup the common physics body properties:
extension SKPhysicsBody {
func category(_ category: ShapeType, collidesWith: ShapeType, isDynamic: Bool = true) {
categoryBitMask = category.rawValue
collisionBitMask = collidesWith.rawValue
contactTestBitMask = collidesWith.rawValue
fieldBitMask = 0
allowsRotation = false
affectedByGravity = false
friction = 0
restitution = 0
self.isDynamic = isDynamic
}
}

How do I create a collision with SpriteKit with an already created SKSpriteNode?

I want the pacman to restart from its original position when it collides with blinky, that is moving.
How can I make them collide considering I have already declared them?
You move the pacman, but blinky moves alone. I want it to work like the pacman game.
public class PacmanScene: SKScene {
let playerSpeed: CGFloat = 40.0
var pacman: SKSpriteNode?
var playerTextures: [SKTexture] = []
var lastTouch: CGPoint? = nil
var blinky: SKSpriteNode?
var clyde: SKSpriteNode?
var inky: SKSpriteNode?
var pinky: SKSpriteNode?
override public init(size: CGSize) {
let pacmanTexture = SKTexture(imageNamed: "pacman01.png")
pacman = SKSpriteNode(texture: pacmanTexture)
pacman?.name = "pacman"
pacman?.position = CGPoint(x:30, y:30)
pacman?.zPosition = 1.0
pacman?.physicsBody = SKPhysicsBody(texture: pacmanTexture, size: CGSize(width: (pacman?.size.width)!, height: (pacman?.size.height)!))
pacman?.physicsBody?.allowsRotation = true
pacman?.physicsBody?.affectedByGravity = false
pacman?.physicsBody?.mass = 2
let blinkyTexture = SKTexture(imageNamed: "blinky.png")
blinky = SKSpriteNode(texture: blinkyTexture)
blinky?.name = "blinky"
blinky?.position = CGPoint(x: 15, y: 60)
blinky?.zPosition = 1.0
blinky?.physicsBody = SKPhysicsBody(texture: pacmanTexture, size: CGSize(width: (blinky?.size.width)!, height: (blinky?.size.height)!))
blinky?.physicsBody?.allowsRotation = false
blinky?.physicsBody?.affectedByGravity = false
blinky?.physicsBody?.mass = 1000
super.init(size: size)
addChild(pacman!)
addChild(blinky!)
override public func didMove(to view: SKView) {
let bmoveUp = SKAction.moveBy(x: 0, y: 450, duration: 4.0)
let bmoveRight = SKAction.moveBy(x:20, y:0, duration: 1.0)
let bmoveDown = SKAction.moveBy(x:0, y: -450, duration: 4.0)
let bmoveLeft = SKAction.moveBy(x:-20, y:0, duration: 1.0)
let bsequence = SKAction.sequence([bmoveUp, bmoveRight, bmoveDown, bmoveLeft])
let bendlessAction = SKAction.repeatForever(bsequence)
blinky?.run(bendlessAction)
}
If iv got this right you want your "blinky" to follow your "pacman" to do this you would have to work out the position of the pacman then add an SKAction to your blinky to move to that position.
Try something like this
//Speed blinky moves
let blinkySpeed = 100
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
updateBlinky()
}
func updateBlinky() {
//Set the point that blinky moves to
let point = CGPoint(x: pacman.position.x, y: pacman.position.y)
//Get the distance its got to travel
let distance = distanceBetweenPoints(first: pacman.position, second: blinky.position)
//Get the time is got to take from the speed and distance
let time = distance / blinkySpeed
//Create and run the action
let action = SKAction.move(to: point, duration: TimeInterval(time))
blinky.run(action)
}
//work out the distance between the sprites
func distanceBetweenPoints(first: CGPoint, second: CGPoint) -> Int {
return Int(hypot(second.x - first.x, second.y - first.y))
}
The end result would be something like this
Edit:
Okay I think from your question you already have "blinky" moving you just want to detect collisions.
First you need to add the SKPhysicsContactDelegate to your class
public class PacmanScene: SKScene, SKPhysicsContactDelegate {
Then you need to add a category bit mask to both the sprites then handle the collisions in didBegin(_ contact: SKPhysicsContact) method.
What I would do
//Create Physics category struct
struct PhysicsCategory {
static let pacman : UInt32 = 0x1 << 1
static var blinky : UInt32 = 0x1 << 2
}
Then where you are setting up pacman and blinky set the category bitmask
//Set the category bit mask for pacman
pacman?.physicsBody?.categoryBitMask = PhysicsCategory.pacman
//Set what categories you want to test contact
pacman?.physicsBody?.contactTestBitMask = PhysicsCategory.blinky
//Set what categories you want to collide with each other
pacman?.physicsBody?.collisionBitMask = PhysicsCategory.blinky
//Set the category bit mask for blinky
blinky?.physicsBody?.categoryBitMask = PhysicsCategory.blinky
//Set what categories you want to test contact
blinky?.physicsBody?.contactTestBitMask = PhysicsCategory.pacman
//Set what categories you want to collide with each other
blinky?.physicsBody?.collisionBitMask = PhysicsCategory.pacman
Then you would need to implement the didBegin(_ contact: SKPhysicsContact) method to handle the collisions
func didBegin(_ contact: SKPhysicsContact) {
//Work out which contact was pacman
let other = contact.bodyA.categoryBitMask == PhysicsCategory.pacman ? contact.bodyB : contact.bodyA
//Test what it hit
switch other.categoryBitMask {
case PhysicsCategory.blinky:
print("pacman hit blinky")
//Move pacman
pacman?.position = CGPoint(x:30, y:30)
default:
break
}
}
Hope this helps

How can I add a physics body to an SKAtlasTexture or create an animation through Images.xcassets?

I wanted to create a small animation of a car driving down the road, so I made an atlas of 9 different pictures. The car simply looks like its wheels are rotating and the car is bouncing a bit as it drives along. I already made an SKSpriteNode with an image and added a physics body on it so that it can jump and be affected by gravity.
So I was wondering how to add either a physics body to an SKAtlasTexture or create an animation through my image.xcassets folder. I tried to just change the SKSpriteNode to SKAtlasTexture, but that obviously didn't work as there are no physics bodies in SKAtlasTexture. So that's where I'm at. Any suggestions or solutions would be greatly appreciated.
Here some parts of my code:
class PlayScene: SKScene, SKPhysicsContactDelegate {
let road = SKSpriteNode(imageNamed: "road")
var origRoadPositionX = CGFloat(0)
var maxRoad = CGFloat(0)
var groundSpeed = 3
var carBaseLine = CGFloat(0)
let car = SKSpriteNode(imageNamed: "car")
enum ColliderType:UInt32{
case car = 1
case tower = 2
}
override func didMoveToView(view: SKView) {
self.backgroundColor = UIColor(hex: 0x80E8FF)
self.physicsWorld.contactDelegate = self
//Car
self.car.position = CGPointMake(CGRectGetMinX(self.frame)-20 + self.car.size.width, self.carBaseLine)
self.car.physicsBody = SKPhysicsBody (rectangleOfSize: self.car.size)
self.car.physicsBody?.allowsRotation = false
self.car.physicsBody?.affectedByGravity = false
self.car.physicsBody?.categoryBitMask = ColliderType.car.rawValue
self.car.physicsBody?.contactTestBitMask = ColliderType.tower.rawValue
self.car.physicsBody?.collisionBitMask = ColliderType.tower.rawValue
self.addChild(car)
If more code is needed in order to find a solution, let me know and i can supply more of it.
You can use atlas folder for performing animation with images.
Consider below example:
import SpriteKit
class GameScene: SKScene {
var bombFrames : [SKTexture]!
var bomb : SKSpriteNode!
let NoneCategory : UInt32 = 0x1 << 0
let ProjectileCategory : UInt32 = 0x1 << 2
let bombCategory : UInt32 = 0x1 << 7
override func didMoveToView(view: SKView) {
/* Setup your scene here */
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(addBomb), SKAction.waitForDuration(5.0)])))
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func addBomb() {
let Name = "Bomb"
let AnimatedAtlas = SKTextureAtlas(named: Name)
var Framese = [SKTexture]()
let numImages = AnimatedAtlas.textureNames.count
for var i=1; i<=numImages; i++ {
let TextureName = "\(i)"
Framese.append(AnimatedAtlas.textureNamed(TextureName))
}
bombFrames = Framese
let firstFrame = bombFrames[0]
bomb = SKSpriteNode(texture: firstFrame)
let actualY = random(min: bomb.size.height/2, max: size.height - bomb.size.height/2)
bomb.position = CGPoint(x: size.width + bomb.size.width/2, y: actualY)
bomb.physicsBody = SKPhysicsBody(texture: bomb.texture, size: bomb.texture!.size())
bomb.physicsBody?.dynamic = true
bomb.physicsBody?.categoryBitMask = bombCategory
bomb.physicsBody?.contactTestBitMask = ProjectileCategory
bomb.physicsBody?.collisionBitMask = NoneCategory
bomb.physicsBody?.usesPreciseCollisionDetection = true
addChild(bomb)
let actualDuration = random(min: CGFloat(2.0), max: CGFloat(4.0))
let actionMove = SKAction.moveTo(CGPoint(x: -bomb.size.width/2, y: actualY), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
bomb.runAction(SKAction.sequence([actionMove, actionMoveDone]))
playBombAnimation()
}
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
func playBombAnimation() {
bomb.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(bombFrames, timePerFrame: 0.1, resize: false, restore: true)), withKey:"bombAnimation")
}
}
And don't forget to add atlas folder into your project navigator like this:
As you can see in code you can add physics body to your sprite. and if you want you can try this way.
Hope this will help.

How to detect collision without physics

I want to detect when two bodies contact without using didBeginContact() function
I try with CGRectIntersectsRect() without any effect.
class GameScene: SKScene, SKPhysicsContactDelegate {
// Player
var _player = SKNode()
var platform = SKNode()
let heroCategory: UInt32 = 1 << 0
let platformCategory: UInt32 = 1 << 1
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Setup
self.anchorPoint = CGPointMake(0.5, 0.5)
self.physicsWorld.gravity = CGVectorMake(0.0, -2.0);
self.physicsWorld.contactDelegate = self
// Start populating
_player = creatPlayer()
self.addChild(_player)
platform = creatPlatform(1, atPosition: CGPoint(x: 0, y: -200))
self.addChild(platform)
let platformTwo = creatPlatform(2, atPosition: CGPoint(x: 0, y: 200))
self.addChild(platformTwo)
}
func creatPlatform(type: Int, atPosition: CGPoint) -> PlatformNode {
let node = PlatformNode()
node.platformType = type
node.position = atPosition
let sprite = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 200, height: 50))
node.addChild(sprite)
node.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
node.physicsBody?.dynamic = false;
node.physicsBody?.categoryBitMask = platformCategory
node.physicsBody?.contactTestBitMask = heroCategory
node.physicsBody?.collisionBitMask = 0;
return node
}
func creatPlayer() -> SKNode {
let playerNode = SKNode()
let sprite = SKSpriteNode(color: UIColor.whiteColor(), size: CGSize(width: 50, height: 50))
playerNode.addChild(sprite)
playerNode.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
playerNode.physicsBody?.dynamic = false
playerNode.physicsBody?.allowsRotation = false
playerNode.physicsBody?.restitution = 1.0
playerNode.physicsBody?.friction = 0.0
playerNode.physicsBody?.angularDamping = 0.0
playerNode.physicsBody?.linearDamping = 0.0
playerNode.physicsBody?.categoryBitMask = heroCategory
playerNode.physicsBody?.contactTestBitMask = platformCategory
playerNode.physicsBody?.collisionBitMask = 0;
return playerNode
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
_player.physicsBody?.dynamic = true
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if(CGRectIntersectsRect(platform.frame, _player.frame)){
println("Collision")
}
}
}
Maybe using CGRectIntersectsRect is a wrong approach, but I can be used instead?
The frame property
The frame property is a rectangle in the parent’s coordinate system
that contains the node’s content, ignoring the node’s children.
Also from docs:
The frame is non-empty if the node’s class draws content.
And because SKNode class does not perform any drawing of its own, and your platform is probably subclass of SKNode and player is SKNode the frame property is always (0,0,0,0).
You can access the real size of a frame in few ways:
You can make player and platform as subclasses of SKSpriteNode.
You can leave them as they are and access the child SKSpriteNode inside them.
You can leave as they are and use calcualteAccumulatedFrame() method.
About calcualteAccumulatedFrame() from docs:
A node’s accumulated frame, retrieved by calling the
calculateAccumulatedFrame method, is the largest rectangle that
includes the frame of the node and the frames of all its descendants.

How to make joints not rotate using sprite kit or another way of making dynamic 2d water

I want to creat a dynamic 2D water, i', following this unity tutorials
http://gamedevelopment.tutsplus.com/tutorials/creating-dynamic-2d-water-effects-in-unity--gamedev-14143
http://gamedevelopment.tutsplus.com/tutorials/make-a-splash-with-2d-water-effects--gamedev-236
And also this one
http://blog.prime31.com/water2d-part1/
Here is my code
class GameScene: SKScene, SKPhysicsContactDelegate {
var box: SKSpriteNode!
var nodes:[SKNode] = []
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.anchorPoint = CGPointMake(0.5, 0.5)
// Set physics body
let borderBody: SKPhysicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame);
borderBody.friction = 0.0;
self.physicsBody = borderBody;
// Set contact delegate
self.physicsWorld.contactDelegate = self;
box = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 200, height: 20))
box.position = CGPointMake(0, 0)
box.physicsBody = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody!.dynamic = false
self.addChild(box)
let one = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 20, height: 20))
one.position = CGPointMake(box.position.x - box.frame.size.width/2, box.position.y + box.frame.size.height * 2)
one.physicsBody = SKPhysicsBody(rectangleOfSize: one.size)
one.physicsBody!.allowsRotation = false
self.addChild(one)
nodes.append(one)
self.attachPoint(box, point2: one, box: true)
let two = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 20, height: 20))
two.position = CGPointMake(box.position.x, box.position.y + box.frame.size.height * 2)
two.physicsBody = SKPhysicsBody(rectangleOfSize: two.size)
two.physicsBody!.allowsRotation = false
self.addChild(two)
nodes.append(two)
self.attachPoint(box, point2: two, box: true)
let three = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 20, height: 20))
three.position = CGPointMake(box.position.x + box.frame.size.width/2, box.position.y + box.frame.size.height * 2)
three.physicsBody = SKPhysicsBody(rectangleOfSize: three.size)
three.physicsBody!.allowsRotation = false
self.addChild(three)
nodes.append(three)
self.attachPoint(box, point2: three, box: true)
self.attachPoint(one, point2: two, box: false)
self.attachPoint(two, point2: three, box: false)
}
func attachPoint(point1: SKSpriteNode, point2: SKSpriteNode, box: Bool){
if(box == true){
let newPoint1 = CGPointMake(self.frame.size.width/2 + point2.position.x, self.frame.size.height/2 + point1.position.y)
let newPoint2 = CGPointMake(self.frame.size.width/2 + point2.position.x, self.frame.size.height/2 + point2.position.y)
// create a joint between two bodies
let joint: SKPhysicsJointSpring = SKPhysicsJointSpring.jointWithBodyA(point1.physicsBody, bodyB: point2.physicsBody, anchorA: newPoint1, anchorB: newPoint2)
joint.damping = 2.0
joint.frequency = 9.0;
self.physicsWorld.addJoint(joint)
} else {
let newPoint1 = CGPointMake(self.frame.size.width/2 + point1.position.x, self.frame.size.height/2 + point1.position.y)
let newPoint2 = CGPointMake(self.frame.size.width/2 + point2.position.x, self.frame.size.height/2 + point2.position.y)
// create a joint between two bodies
let joint: SKPhysicsJointSpring = SKPhysicsJointSpring.jointWithBodyA(point1.physicsBody, bodyB: point2.physicsBody, anchorA: newPoint1, anchorB: newPoint2)
joint.damping = 2.0
joint.frequency = 9.0;
self.physicsWorld.addJoint(joint)
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
let node = nodes[2]
node.physicsBody?.velocity.dy = 20000
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Here is the result
This result without changes
After touch, execute code in touchesBegan method
After step 2, the nodes start to rotate and fall bellow the node
If they don't rate, following the the tutorials I will have to make SKShapeNode with the color of the node. But SKShapeNode is expensive, is there another way this effect can be accomplished?
The easiest way is to use image for the top part of the water and make it move back and forth, but it won't be dynamic..
If you have ever play Tiny Wings, the water there is implemented exactly the same way in the tutorials.
I don't know, maybe this can't be made in SpriteKit or I just don't know how