Casting custom SKSpriteNode class after collision - swift

I've got a couple of custom classes derived from SKSpriteNode and when they collide I want to call a method from the custom "Treat" class but it crashes on impact with the error.. " Unexpectedly found Nil when unwrapping an Optional value"
This is the Treat class...
import UIKit
import SpriteKit
class Treat: SKSpriteNode {
var isActive: Bool!
override init(texture: SKTexture!, color: SKColor, size: CGSize) {
self.isActive = true
super.init(texture: texture, color: color, size: size)
self.texture = SKTexture(imageNamed: "treat1")
self.zPosition = 3
self.size = CGSize(width: 25, height: 25)
self.physicsBody = SKPhysicsBody(rectangleOf: self.size)
self.physicsBody?.friction = 0.1
self.physicsBody?.restitution = 0.8
self.physicsBody?.mass = 0.01
self.physicsBody?.affectedByGravity = true
self.physicsBody?.allowsRotation = true
self.physicsBody?.isDynamic = true
self.physicsBody?.categoryBitMask = PhysicsCategory.Treat
self.physicsBody?.contactTestBitMask = PhysicsCategory.Player
self.physicsBody?.collisionBitMask = PhysicsCategory.Ground
self.physicsBody?.usesPreciseCollisionDetection = true
self.name = "Treat";
let rotateDuration = Double(arc4random()) / 0xFFFFFFFF
let rotateAction = SKAction.rotate(byAngle: CGFloat(M_PI), duration: rotateDuration)
let rotateActionRepeatingForever = SKAction.repeatForever(rotateAction)
self.run(rotateActionRepeatingForever)
}
convenience init(color: SKColor, isActive: Bool = false) {
let size = CGSize(width:0, height: 0);
self.init(texture:nil, color: color, size: size)
self.isActive = isActive
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func throwTreat() {
NSLog("Throwing Treat")
let arc4randoMax:Double = 0x100000000
let upper = 2.0
let lower = 4.4
let throwableAngle = Float32((Double(arc4random()) / arc4randoMax) * (upper - lower) + lower)
self.physicsBody?.applyImpulse(CGVector(dx: CGFloat(-throwableAngle),dy: CGFloat(throwableAngle)))
}
func removeTreat(showEffect: Bool) {
if self.isActive != false {
self.isActive = false
if showEffect != false {
}
self.removeFromParent()
}
}
func onImpactWithPlayer() {
self.removeFromParent()
}
}
And this is the physics collision detection..
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 & PhysicsCategory.Player != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Ground != 0)) {
self.playerNode.isJumping = false
}
if ((firstBody.categoryBitMask & PhysicsCategory.Player != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Treat != 0)) {
levelScore = levelScore + 1
(secondBody.node as! Treat).onImpactWithPlayer() // This line crashes
}
}
I'm new to swift and Object Oriented Programming so its not making a lot of sense at the moment. I know its a simple fix and I'm being stupid...

Your code seems mostly correct.
What I believe is happening here
When 2 physics bodies collide, the didBegin(_ contact: SKPhysicsContact) can be called several times over the same frame.
Since here
(secondBody.node as! Treat).onImpactWithPlayer()
you are removing Treat from the scene graph, the next time didBegin(_ contact:) is invoked over the same frame you get a crash because the node has been removed.
Solution
Just replace this
(secondBody.node as! Treat).onImpactWithPlayer()
with this
(secondBody.node as? Treat)?.onImpactWithPlayer()

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])

No collision detection between SpriteNodes

I have 2 categories
enum ColliderType:UInt32 {
case bulletCategory = 1
case bossCategory = 2
}
I made my class use the SKPhysicsContactDelegate and created a node
class PlayScene: SKScene, SKPhysicsContactDelegate {
var charBullets :[SKSpriteNode] = [SKSpriteNode]()
var charBulletTexture = SKTexture(imageNamed: "Bullet1.png")
var boss = SKSpriteNode()
var bossTexture = SKTexture(imageNamed: "BossImage.png")
And set the physicsWorld.contactDelegate and created a node in the didMove(to view: SKView) function
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
boss.name = "boss"
boss = SKSpriteNode(texture: bossTexture)
boss.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 300, height: 300))
boss.physicsBody?.usesPreciseCollisionDetection = true
boss.physicsBody!.isDynamic = true
boss.physicsBody!.affectedByGravity = false
boss.size = CGSize(width: 300, height: 300)
boss.physicsBody!.categoryBitMask = ColliderType.bossCategory.rawValue
boss.physicsBody!.collisionBitMask = 0
boss.physicsBody!.contactTestBitMask = ColliderType.bulletCategory.rawValue
boss.position = CGPoint(x: 0, y: self.size.height/4)
addChild(boss)
}
I created another node in the touchesBegan function
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(circleOfRadius: charBullet.size.width/64)
charBullet.physicsBody!.isDynamic = true
charBullet.physicsBody!.usesPreciseCollisionDetection = true
charBullet.physicsBody!.affectedByGravity = false
charBullet.physicsBody!.velocity = CGVector.init(dx: 0, dy: 450)
charBullet.physicsBody!.categoryBitMask = ColliderType.bulletCategory.rawValue
charBullet.physicsBody!.collisionBitMask = 0
charBullet.physicsBody!.contactTestBitMask = ColliderType.bossCategory.rawValue
charBullet.position = CGPoint(x: character.position.x, y: character.position.y + 100)
addChild(charBullet)
charBullets.append(charBullet)
}
Then I have a didBegin(_ contact: SKPhysicsContact) but it isn't called when the bullet and boss collide
func didBegin(_ contact: SKPhysicsContact) {
//not printed
print("contact!")
if(charBullets.count > 0) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if(contact.bodyA.node?.name == "bullet") {
print("test1")
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
print("test2")
firstBody = contact.bodyB
secondBody = contact.bodyA
print(secondBody)
}
if(firstBody.node?.name == "bullet") {
print("bulletname")
}
if(firstBody.node?.name == "boss") {
print("bossname")
}
if(secondBody.node?.name == "bullet") {
print("bulletname2")
}
if(secondBody.node?.name == "boss") {
print("bossname2")
}
if(firstBody.node?.name == "bullet" && secondBody.node?.name == "boss") {
print("hit the boss!")
charBullets[i].removeFromParent()
bossHealth -= 1
bossHealthLabel.text = "Boss Health \(bossHealth)"
}
}
}
}
Update: I fixed it by changing their physicsBodys' to use the image texture size as opposed to a set value and by setting their names under the creation of the node by using
boss = SKSpriteNode(texture: bossTexture)
boss.name = "boss"
boss.physicsBody = SKPhysicsBody(texture: bossTexture, size: bossTexture.size())
and
let charBullet = SKSpriteNode(texture: charBulletTexture)
charBullet.name = "bullet"
charBullet.physicsBody = SKPhysicsBody(texture: charBulletTexture, size: charBulletTexture.size())

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.

Day 1 collision detection: swift 3

So I want a game made, this was striped from the Xcode SpriteKit sampler, pretty simple. It will evolve greatly as I get this key issue out of the way. It has a player, Wall's, and a door. Nodes are assigned, player works fine. Wall's attempted for children in self, but crashes with my comments removed. I have a guess as multiple nodes of same name? But the door, when assigned node, for some reason no matter what slowly falls, with no gravity ticked and no gravity coded.
Those are lesser concerns. I come to you today to pick at why my collisions might not be activating my collision argument functions, to enter the house.
Yes I am aware it says contact mapped to the event. It suits my theory I am pretty sure.
//
// GameScene.swift
// Sandbox
//
// Created by M on 7/1/16.
// Copyright © 2016 M. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [GKGraph]()
private var lastUpdateTime : TimeInterval = 0
private var label : SKLabelNode?
var playerNode : SKSpriteNode?
var wallNode : SKSpriteNode?
var doorNode : SKSpriteNode?
private var spinnyNode : SKShapeNode?
var furnishing : SKSpriteNode?
var playerCategory = 0x1 << 0
var wallCategory = 0x1 << 1
var doorCategory = 0x1 << 2
var pathCategory = 0x1 << 3
func nextRoom() {
let sceneNode = SKScene(fileNamed: "MyScene")
sceneNode?.scaleMode = .aspectFill
// Present the scene
if let view = self.view {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
func loadRoom() {
let furnishing = SKSpriteNode(color: #colorLiteral(red: 0.2464724183, green: 0.05352632701, blue: 0.03394328058, alpha: 1), size:CGSize(width:25, height:25))
doorNode?.addChild(furnishing)
}
func enterHouse() {
let newWindow = CGSize(width: 500, height: 500)
doorNode?.scale(to: newWindow)
loadRoom()
}
func exitHouse(){
let oldWindow = CGSize(width: 100, height: 100)
doorNode?.scale(to: oldWindow)
}
override func sceneDidLoad() {
self.lastUpdateTime = 0
physicsWorld.contactDelegate = self
// Get nodes from scene and store for use later
self.playerNode = self.childNode(withName: "//player") as? SKSpriteNode
playerNode?.physicsBody = SKPhysicsBody(rectangleOf: (playerNode?.frame.size)!)
playerNode?.physicsBody?.isDynamic = true
playerNode?.physicsBody?.affectedByGravity = false
playerNode?.physicsBody?.categoryBitMask = UInt32(playerCategory)
playerNode?.physicsBody?.collisionBitMask = UInt32(wallCategory)
playerNode?.physicsBody?.contactTestBitMask = UInt32(doorCategory)
for child in self.children {
/*if child.name == "wall" {
if let child = child as? SKSpriteNode {
wallNode?.physicsBody = SKPhysicsBody(rectangleOf: (wallNode?.frame.size)!)
wallNode?.physicsBody?.isDynamic = false
wallNode?.physicsBody?.categoryBitMask = UInt32(wallCategory)
wallNode?.physicsBody?.collisionBitMask = UInt32(playerCategory)
self.addChild(child)
}
}*/
}
self.doorNode = self.childNode(withName: "door") as? SKSpriteNode
doorNode?.physicsBody?.affectedByGravity = false
doorNode?.physicsBody?.isDynamic = false
doorNode?.physicsBody = SKPhysicsBody(rectangleOf: (doorNode?.frame.size)!)
doorNode?.physicsBody?.categoryBitMask = UInt32(doorCategory)
doorNode?.physicsBody?.contactTestBitMask = UInt32(playerCategory)
}
func touchDown(atPoint pos : CGPoint) {
let fromX = playerNode?.position.x
let fromY = playerNode?.position.y
let toX = pos.x
let toY = pos.y
let resultX = toX - (fromX)!
let resultY = toY - (fromY)!
let newX = (playerNode?.position.x)! + resultX / 10
let newY = (playerNode?.position.y)! + resultY / 10
playerNode?.position.x = newX
playerNode?.position.y = newY
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
func didBeginContact(contact: SKPhysicsContact) {
//this gets called automatically when two objects begin contact with each other
// 1. Create local variables for two physics bodies
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
// 2. Assign the two physics bodies so that the one with the lower category is always stored in firstBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if secondBody.categoryBitMask == UInt32(doorCategory){
enterHouse()
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
// Initialize _lastUpdateTime if it has not already been
if (self.lastUpdateTime == 0) {
self.lastUpdateTime = currentTime
}
// Calculate time since last update
let dt = currentTime - self.lastUpdateTime
// Update entities
for entity in self.entities {
entity.update(withDeltaTime: dt)
}
self.lastUpdateTime = currentTime
}
}
I presume this line is causing the crash
wallNode?.physicsBody = SKPhysicsBody(rectangleOf: (wallNode?.frame.size)!)
as you are force unwrapping (!) the wallNode size however looking at your code you never assign it to anything like so
wallNode = self.childNode(withName: "wallNode") as? SKSpriteNode
or in the for loop.
Try this code in your for in loop that should avoid crashes and assigns your wall node.
for child in self.children where child.name == "wall" {
if let child = child as? SKSpriteNode {
wallNode = child // Try this
if let wallNode = wallNode { // safely unwrap wall node to avoid crashes
wallNode.physicsBody = SKPhysicsBody(rectangleOf: (wallNode.frame.size))
wallNode.physicsBody?.isDynamic = false
wallNode.physicsBody?.categoryBitMask = UInt32(wallCategory)
wallNode.physicsBody?.collisionBitMask = UInt32(playerCategory)
self.addChild(wallNode) // add wall node here instead if you are using your wallNode property
}
}
}
Hope this helps

How can I require two collisions on one of my nodes before removing it from screen?

I have a collision based game with missiles and bombs. Everything works perfect right now with 1 collision and it removes the node from screen.
Although I want to be able to make bomb1 of my "bombs" harder to destroy so I would like to require it being hit twice. How can I do this?
Here are the bombs
func enemies() {
let bomb1 = SKSpriteNode(imageNamed: "Bomb1")
let bomb2 = SKSpriteNode(imageNamed: "bomb2")
let bomb3 = SKSpriteNode(imageNamed: "Bomb3")
let enemy = [bomb1, bomb2, bomb3]
// Enemy Physics
for bomb in enemy {
bomb1.size = CGSize(width: 55, height: 55)
bomb2.size = CGSize(width: 55, height: 70)
bomb3.size = CGSize(width: 30, height: 30)
bomb.physicsBody = SKPhysicsBody(circleOfRadius: bomb.size.width / 4)
bomb.physicsBody?.categoryBitMask = PhysicsCategory.enemy
bomb.physicsBody?.collisionBitMask = PhysicsCategory.missile | PhysicsCategory.airDefense
bomb.physicsBody?.contactTestBitMask = PhysicsCategory.missile | PhysicsCategory.airDefense
bomb.physicsBody?.affectedByGravity = false
bomb.physicsBody?.dynamic = true
bomb1.name = "enemy1"
bomb2.name = "enemy2"
bomb3.name = "enemy3"
}
Here is the function thats called when the bomb hits the missile.
func collisionWithMissile(enemy : SKSpriteNode, missile : SKSpriteNode) {
enemy.physicsBody?.dynamic = true
enemy.physicsBody?.affectedByGravity = true
missile.physicsBody?.affectedByGravity = true
enemy.physicsBody?.mass = 10.0
missile.physicsBody?.mass = 5.0
enemy.removeAllActions()
missile.removeAllActions()
enemy.removeFromParent()
missile.removeFromParent()
enemy.physicsBody?.contactTestBitMask = 0
enemy.physicsBody?.collisionBitMask = 0
enemy.name = nil
score++
scoreLbl.text = "\(score)"
}
This may help with the error Im getting
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.node != nil && contact.bodyB.node != nil {
let firstBody = contact.bodyA.node as! Bomb
let secondBody = contact.bodyB.node as! SKSpriteNode
// Bomb1 **********
if ((firstBody.name == "enemy1") && (secondBody.name == "missile")) {
collisionWithMissile(firstBody, missile: secondBody)
atomicExplosion(contact.bodyA.node!.position)
missileExplosion(contact.bodyB.node!.position)
}
You can subclass SKSpriteNode for your bombs and add a collision counter to this class. Inside your collisionWithMissile func you check the value of this counter and remove the bomb if a given value is reached otherwise you increase the counter.
Your subclass can look like this
class Bomb: SKSpriteNode {
var hitCount: Int
init(imageNamed: String, hitCount: Int) {
self.hitCount = hitCount
let texture = SKTexture(imageNamed: imageNamed)
super.init(texture: texture, color: UIColor.clearColor(), size: texture.size())
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
The init method has hitCount as a parameter, so you can create easily Bombs with different strength. Your collisionWithMissile method could be like this. Just fill the if-else parts with your needed code.
func collisionWithMissile(enemy : Bomb, missile : SKSpriteNode) {
if enemy.hitCount <= 0 {
enemy.removeFromParent()
} else {
enemy.hitCount -= 1
}
}