this is the Code in the "didBeginContact" method:
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
if contact.bodyA.node!.name == "0" && contact.bodyB.node!.name == "1000003"{
contact.bodyB.node!.removeFromParent()
}
if contact.bodyA.node!.name == "0" && contact.bodyB.node!.name == "1000004"{
contact.bodyB.node!.removeFromParent()
}
}
else
{
if contact.bodyB.node!.name == "0" && contact.bodyA.node!.name == "1000003"{
contact.bodyA.node!.removeFromParent()
}
if contact.bodyB.node!.name == "0" && contact.bodyA.node!.name == "1000004"{
contact.bodyA.node!.removeFromParent()
}
}
it works in "iPhone 4s" and "iPhone 5" simulation and fail in a higher version with this error message:
"fatal error: unexpectedly found nil while unwrapping an Optional value
(lldb)"
this is the line it marks red:
if contact.bodyA.node!.name == "0" && contact.bodyB.node!.name == "1000004"{
nice to know:
the object with the name "1000004" is a SKSpriteNode I create in the "GameScene" class: let TestPixel = SKSpriteNode(imageNamed: "6")
the property for this object are in the "touchesBegan" method.
here is the code for that:
TestPixel.name = "1000004"
TestPixel.anchorPoint = CGPointMake(0.5, 0.5)
TestPixel.userInteractionEnabled = false
TestPixel.zPosition = 1000003
TestPixel.size = CGSizeMake(1, 1)
TestPixel.position = CGPointMake(positionInScene.x, positionInScene.y)
TestPixel.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "6"), size: TestPixel.size)
TestPixel.physicsBody?.categoryBitMask = ClickOnCategory
TestPixel.physicsBody?.contactTestBitMask = BuildingsCategory
TestPixel.physicsBody?.affectedByGravity = false
TestPixel.physicsBody?.dynamic = true
TestPixel.physicsBody?.collisionBitMask = 0
addChild(TestPixel)
the error occur if this SpriteNode(name:"1000004") hit another SpriteNode which I create in the "didMoveToView" method, here is the code:
func addBG(){
let background = SKSpriteNode(imageNamed: "0")
background.name = "0"
background.anchorPoint = CGPointMake(0.5, 0.5)
background.zPosition = 1
background.position = CGPointMake(CGRectGetMinX(self.frame)+self.frame.width/4,CGRectGetMaxY(self.frame)-self.frame.height/4)
background.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "0"), size: background.size)
background.physicsBody?.categoryBitMask = BuildingsCategory
background.physicsBody?.affectedByGravity = false
background.physicsBody?.dynamic = true
background.physicsBody?.collisionBitMask = 0
self.addChild(background)
}
addBG()
and in the "didMoveToView" also is:
physicsWorld.contactDelegate = self
the categoryBitMask in the "GameScene" class is set like this:
class GameScene: SKScene, SKPhysicsContactDelegate{
let BuildingsCategory : UInt32 = 0x1 << 1
let ClickOnCategory : UInt32 = 0x1 << 2
yeah ok as I said it works in simulator with "iPhone 4s" && "iPhone 5" but not in higher versions... any ideas why?
thanks
Yes, I can tell you why:
if contact.bodyA.node!.name == "0" && contact.bodyB.node!.name == "1000003"{
contact.bodyB.node!.removeFromParent() <----PROBLEM
}
if contact.bodyA.node!.name == "0" && contact.bodyB.node!.name == "1000004"{
contact.bodyB.node!.removeFromParent()
}
What is happening, is you are hitting your 1st if statement, which does the remove from parent, then you are trying to access it again after. Well if you remove from parent, what is maintaining the node in memory? Probably nothing, so at that first line, it nils out the node. Your code then continues into another if condition, and you are now trying to unwrap a nil. This is where you would use ELSE IF instead of if.
Something else I strongly recommend doing with sprite kit is to never remove nodes during the contact phase. You could have multiple contacts happening, and you may need to handle all of these contact situations, so it is best to keep the node alive.
Instead, whenever you want to remove nodes, place them into a queue (array or set), then on your didFinishUpdate method, loop through the queue and remove all the nodes.
Another trick I do, is I reserve bit 31 on the categoryBitMask to determine if a sprite is alive or dead, then on the didContact methods, I place a guard against it.
E.G.
func didBeginContact(contact: SKPhysicsContact!)
{
guard let bodies = (a:contact.bodyA,b:contact.bodyB) where a.categoryBitMask < 1 << 31 && b.categoryBitMask < 1 << 31
else
{
return
}
// do other work here
}
Seift 3.0
func didBeginContact(contact: SKPhysicsContact!)
{
guard let bodies = (a:contact.bodyA,b:contact.bodyB, a.categoryBitMask < 1 << 31 && b.categoryBitMask < 1 << 31
else
{
return
}
// do other work here
}
Related
I have a question about the collision I am making for my emitter to spawn. When the collision happens, the app crashes. but from the research I've been doing, I don't see what's wrong.
Collision:
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1{
print("END GAME")
let dieexplostionNode = SKEmitterNode(fileNamed: "Explode")
player.addChild(dieexplostionNode!)
}
Am I missing something for the emitter to spawn? Every time it collides it crashes.
Based on your comment on the answer above I think an Action is what you need.
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1{
print("END GAME")
dieexplostionNode = SKEmitterNode(fileNamed: "Explosion.sks"){
dieexplostionNode.targetNode = self
//dieexplostionNode.position = player.position - no need for this!
// add 3 actions
let wait = SKAction.wait(forDuration: 2)
let addExplosion = SKAction.run {
self.player.addChild(dieexplostionNode!)
}
let removeExplosion = SKAction.run {
dieexplostionNode?.removeFromParent()
}
// put them in a sequence.
let seq = SKAction.sequence([addExplosion,wait,removeExplosion])
// run the sequence
self.run(seq)
}
this will add the dieexplostionNode to the player. then wait for 2 seconds. then remove the dieexplostionNode
Are you confusing SceneKit with SpriteKit?
SCN files/Abreviations are used in SceneKit
If you want to add a SpriteKit Particle Emitter file.
File -> New -> IOS/OSX -> Resource -> SpriteKit Particle File
How do I make my SKnodes collide only once? I have an particle system that is appearing when they collide but if they collide again a bunch appears. I don't want that. Just want one then thats it. How would I go about pulling this effect off?
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1 {
print("END GAME")
if let dieexplostionNode = SKEmitterNode(fileNamed: "Explosion.sks"){
dieexplostionNode.targetNode = self
dieexplostionNode.position = player.position
// add 3 actions
let wait = SKAction.wait(forDuration: 1.1)
let addExplosion = SKAction.run {
self.player.addChild(dieexplostionNode)
self.player.alpha = 0
}
let removePlayer = SKAction.run {
self.player.removeFromParent()
self.player.removeAllActions()
dieexplostionNode.removeFromParent()
}
// put them in a sequence.
let seq = SKAction.sequence([addExplosion,wait,removePlayer])
// run the sequence
self.run(seq)
}
Your issue is multiple contacts can happen, so you need to place a check in your code to tell your system you already evaluate a contact and do not want to do any other evaluation. My preferred method is to reserve bit 31 on the category bit mask flag, and if that is set, do not evaulate.
guard bodyA.categoryBitMask < 1 << 31 && bodyB.categoryBitMask < 1 << 31 else {return}
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 3 || bodyA.categoryBitMask == 3 && bodyB.categoryBitMask == 1 {
print("END GAME")
player.categoryBitMask += 1<<31
if let dieexplostionNode = SKEmitterNode(fileNamed: "Explosion.sks"){
dieexplostionNode.targetNode = self
dieexplostionNode.position = player.position
// add 3 actions
let wait = SKAction.wait(forDuration: 1.1)
let addExplosion = SKAction.run {
self.player.addChild(dieexplostionNode)
self.player.alpha = 0
}
let removePlayer = SKAction.run {
self.player.removeFromParent()
self.player.removeAllActions()
dieexplostionNode.removeFromParent()
}
// put them in a sequence.
let seq = SKAction.sequence([addExplosion,wait,removePlayer])
// run the sequence
self.run(seq)
}
My Swift game uses SpriteKit and SKPhysics to animate a small red ball that frequently collides with other physicsBodys over the course of the game. I want to create an natural sounding bounce sound effect whenever the ball collides. I currently have a rather disorderly method for doing this, and there's a significant lag noticeable while employing it that disappears when I disable sounds:
var bounceSoundPlayers = [AVAudioPlayer!]()
func buildBounceSound() {
let path = Bundle.main.path(forResource: "Bounce.mp3", ofType:nil)!
let url = URL(fileURLWithPath: path)
for _ in 0...2 {
do {
let sound = try AVAudioPlayer(contentsOf: url)
sound.prepareToPlay()
bounceSoundPlayers.append(sound)
} catch {
fatalError("couldn't load music file")
}
}
}
This creates three AVAudioPlayers with sound "Bounce.mp3" and runs the prepareToPlay() method on them. Then it stores them in an array called bounceSoundPlayers so I can use them later. Then I have a didBeginContact method that is called whenever anything collides with anything:
func didBegin(_ contact: SKPhysicsContact) {
if contact.collisionImpulse > 0.45 && defaults.bool(forKey: "SFX") {
if ((contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "permeable platform") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "permeable platform") ||
(contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "ring") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "ring"))
&&
ball.collidingWithPermeable {
playBounceSound(contact.collisionImpulse/8<=1 ? contact.collisionImpulse/8 : 1)
}
if (contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "impermeable platform") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "impermeable platform") ||
(contact.bodyA.node!.name == "ball" && contact.bodyB.node!.name == "wall") ||
(contact.bodyB.node!.name == "ball" && contact.bodyA.node!.name == "wall") {
playBounceSound(contact.collisionImpulse/5<=1 ? contact.collisionImpulse/5 : 1)
}
}
}
Basically what this method does is it checks each collision, and if the ball collides with the right kind of platform or wall, it calls the method playBounceSound(volume: CGFloat) with a volume proportional to the force of the collision. So if the ball collides with a platform lightly, the volume is quieter than if it's a really strong collision. Here's the playBounceSound method:
var bouncePlayerIndex = Int(0)
func playBounceSound(_ volume: CGFloat) {
let previousIndex = bouncePlayerIndex - 1 >= 0 ? bouncePlayerIndex - 1 : 2
if bounceSoundPlayer[previousIndex].isPlaying {
if bounceSoundPlayer[previousIndex].currentTime > 0.1 {
bounceSoundPlayer[bouncePlayerIndex].volume = Float(volume)
bounceSoundPlayer[bouncePlayerIndex].play()
}
}
else {
bounceSoundPlayer[bouncePlayerIndex].volume = Float(volume)
bounceSoundPlayer[bouncePlayerIndex].play()
}
bouncePlayerIndex += 1
if bouncePlayerIndex > 2 {bouncePlayerIndex = 0}
}
Basically what this method does is it cycles through the three AVAudioPlayers we created earlier by using an index integer. Every time it's called, it tells the bounceSoundPlayer at bouncePlayerIndex to play() at the given volume. Then it increments bouncePlayerIndex so that next time it's called, it uses a different AVAudioPlayer. If bouncePlayerIndex > 2, it goes back to 0. Using three AVAudioPlayers allows me to play multiple bounces simultaneous — i.e. a bounce sound can begin before the last one ended, such as when the ball lands on a platform and bounces high, then lower and lower and more frequently, until it stops bouncing.
I'm sure there's a better way of doing this than with an array of AVAudioPlayers. Please help.
Swift 3
This is the best way I have found to play sounds. They can overlap and you can play as many as you want at the same time. Fast and simple.
1.) Make sure you import the framework
import AVFoundation
2.) Create the function
// my sound file is named shatter.mp3
func shatterSound() {
if let soundURL = Bundle.main.url(forResource: "shatter", withExtension: "mp3") {
var mySound: SystemSoundID = 0
AudioServicesCreateSystemSoundID(soundURL as CFURL, &mySound)
AudioServicesPlaySystemSound(mySound);
}
}
3.) Call the function where you need it with
shatterSound()
I am making a game in which bullets are shot to the bad guy when the button is pressed. I made a function in which whenever it is called it adds more bad guys.
Here is the code: (This method is called multiple times)
func BadGuyPosition()
let BadGuyCircle = SKSpriteNode(imageNamed: "CircleBadGuy")
BadGuyCircle.zPosition = 1
//var mininmum = self.size.width / 600
let TooMuch = self.size.height - 60
let PointToShow = UInt32(TooMuch)
BadGuyCircle.position = CGPointMake(CGRectGetMaxX(self.frame) + 20 , CGFloat(arc4random_uniform(PointToShow) ))
let action2 = SKAction.moveToX(-100, duration: 5.0)
let remove = SKAction.removeFromParent()
BadGuyCircle.runAction(SKAction.sequence([action2,remove]))
//Physics BadGuy
BadGuyCircle.physicsBody = SKPhysicsBody(rectangleOfSize: BadGuyCircle.size)
BadGuyCircle.physicsBody?.categoryBitMask = Numbering.Badguy
BadGuyCircle.physicsBody?.contactTestBitMask = Numbering.Laser
BadGuyCircle.physicsBody?.affectedByGravity = false
BadGuyCircle.physicsBody?.dynamic = true
self.addChild(BadGuyCircle)
I want it so that the bad guy is removed from the parent if 2 bullets are made in contact with the bad guy.
I got it so that when 1 bullet makes contact with the enemy, it is removed from the parent. (here is the code)
func didBeginContact(contact: SKPhysicsContact) {
let A : SKPhysicsBody = contact.bodyA
let B : SKPhysicsBody = contact.bodyB
if (A.categoryBitMask == Numbering.Badguy) && (B.categoryBitMask == Numbering.Laser) || (A.categoryBitMask == Numbering.Laser) && (B.categoryBitMask == Numbering.Badguy)
{
runAction(BadGuyLostSound)
bulletsTouchedBadGuy(A.node as! SKSpriteNode, Laser: B.node as! SKSpriteNode)
}
}
func bulletsTouchedBadGuy(BadGuy: SKSpriteNode, Laser: SKSpriteNode){
Laser.removeFromParent()
BadGuy.removeFromParent()
}
Can Anyone Please Tell me how can I make so that it would take more than one bullet to make the enemy be removed from parent.
The best way to remove your collided nodes is using the method didFinishUpdate, if you remove or launch a method to remove your node from didBeginContact your game could crash searching a collided node that meanwhile is in the process of being removed..
class BadGuy: SKSpriteNode {
var badGuyBulletCollisionsCounter: Int = 0
init() {
let texture = SKTexture(imageNamed: "CircleBadGuy")
super.init(texture: texture, color: nil, size: texture.size())
...
// fill this part with your BadGuy code
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Declare a global var :
var nodesToRemove = [SKNode]()
In the didBeginContact method:
func didBeginContact(contact: SKPhysicsContact) {
let A : SKPhysicsBody = contact.bodyA
let B : SKPhysicsBody = contact.bodyB
if (A.categoryBitMask == Numbering.Badguy) && (B.categoryBitMask == Numbering.Laser) || (A.categoryBitMask == Numbering.Laser) && (B.categoryBitMask == Numbering.Badguy)
{
badGuy = A.node as! BadGuy
badGuy.badGuyBulletCollisionsCounter += 1
runAction(BadGuyLostSound)
bulletsTouchedBadGuy(badGuy, Laser: B.node as! SKSpriteNode)
}
}
In the bulletsTouchedBadGuy method :
func bulletsTouchedBadGuy(badGuy: BadGuy, laser: SKSpriteNode){
nodesToRemove.append(laser)
if badGuy.badGuyBulletCollisionsCounter == 2 {
nodesToRemove.append(badGuy)
}
}
Finally:
override func didFinishUpdate()
{
nodesToRemove.forEach(){$0.removeFromParent()}
nodesToRemove = [SKNode]()
}
Use the nodes' userData to track it's hit status. When the bullet hits BadGuy, check the nodes' userData to see if it has been hit already. If it has, remove it; if not, indicate that it has :
//Add this when creating BadGuy:
BagGuy.userData = ["HasBeenHit" : false]
func bulletsTouchedBadGuy(BadGuy: SKSpriteNode, Laser: SKSpriteNode){
Laser.removeFromParent()
if BadGuy.userData["HasBeenHit"] == true {
BadGuy.removeFromParent()
} else {
BadGuy.userData["HasBeenHit"] = true
}
or even:
if BadGuy.userData["HasBeenHit"] == true ? BadGuy.removeFromParent() : BadGuy.userData["HasBeenHit"] = true
If you want to move the removeFromParent() to didFinishUpdate() , then simply change the action as follows:
if BadGuy.userData["HasBeenHit"] == true {
BadGuy.userData["HasBeenHitTwice"]
} else {
BadGuy.userData["HasBeenHit"] = true
}
and then in didFinishUpdate() remove all nodes with this value set, or construct an array of nodes to be removed as per the other answer.
Alright, so I've been following various other SO links and trying to figure this out- I need to have contact detection between 2 nodes. Not collision detection, which I learned results in the nodes bouncing each other around. I don't want them to knock each other around, I just want to know when they touch.
Right now I have physics bodies for the 2 nodes, savior and chicken1 as well as the ground (ground) upon which savior sits. These are all set up here:
savior.physicsBody?.dynamic = true
savior.physicsBody?.allowsRotation = false
savior.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(savior.size.width, savior.size.height))
chicken1.physicsBody?.dynamic = true
chicken1.physicsBody?.allowsRotation = false
chicken1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(chicken1.size.width, chicken1.size.height))
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height*2))
ground.physicsBody?.dynamic = false
I need to set up contact detection between savior and chicken1. There seem to be various ways to do this, but this is what I put together:
//Contact detection
self.physicsWorld.contactDelegate = self
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = animalCategory
savior.physicsBody?.collisionBitMask = 0
chicken1.physicsBody?.categoryBitMask = animalCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = 0
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 == 0 && secondBody.categoryBitMask == 1 {
println("they made contact")
}
}
This code results in savior falling right through ground and going right through chicken1, with no contact detection because even when savior and chicken1 touch, nothing happens.
I need savior and ground to continue to collide, but I don't want savior and chicken1 to collide, just touch.
The program needs to execute something when they touch.
It's a mess but how can I fix this?
EDIT:
Here is what I have, animalCategory has been changed to chickenCategory for clarity and no contact is detected. Also savior still falls through ground.
self.physicsWorld.contactDelegate = self
var screenTouches = Bool()
let saviorCategory: UInt32 = 0x1 << 0
let chickenCategory: UInt32 = 0x1 << 1
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = chickenCategory
savior.physicsBody?.collisionBitMask = chickenCategory
chicken1.physicsBody?.categoryBitMask = chickenCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = saviorCategory
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody
var secondBody : SKPhysicsBody
if contact.bodyA.categoryBitMask == chickenCategory && contact.bodyB.categoryBitMask == saviorCategory {
println("contact made")
savior.hidden = true
}
else if contact.bodyA.categoryBitMask == saviorCategory && contact.bodyB.categoryBitMask == chickenCategory {
println("contact made")
savior.hidden = true
}
}
Ok so it seems like all you want is for just detection that they touched, but you don't want them to push each other. I would in the didBeginContact where ever you put your collision detection between them , make their physicsbody = nil, so that when they collide it knows that they collide and when you put this it makes them go through each other. And if you want to put code to do something else just put that code before you make the physicsbody nil. Also if you want to put back their physicsbody, just put it back.
For anyone who is still stuck on this, if you want to detect that two sprites are touching each other without them actually having a physical effect on each other (i.e. causing movement), then the key is to set the collisionBitMask property of the physicsBody to 0:
node.physicsBody!.collisionBitMask = 0
This means that you will receive events in didBeginContact but the interacting objects will not cause an actual physical effect on each other.
This is how to do it:
Set up your category bit masks:
let saviorCategory: UInt32 = 0x1 << 0
let chickenCategory: UInt32 = 0x1 << 1
let groundCategory: UInt32 = 0x1 << 2
Set up the physics bodies:
func didMove(to: View) {
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = chickenCategory
savior.physicsBody?.collisionBitMask = groundCategory
chicken1.physicsBody?.categoryBitMask = animalCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = groundCategory
ground.physicsBody?.categoryBitMask = groundCategory
ground.physicsBody?.contactTestBitMask = 0 // No contact detection for ground
ground.physicsBody?.collisionBitMask = UInt32.Max // Everything collides with the ground
physicsWorld.contactDelegate = self
// Rest of didMoveToView
}
Note: It isn't actually necessary to define chicken as contacting saviour and saviour as contacting chicken; you only need to define that one contacts the other, but it can make the code more readable to say that each contacts the other.
Implement didBegin:
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case chickenCategory | saviourCategory:
print("Collision between chicken and saviour")
let saviour = contact.bodyA.categoryBitMask == saviourCategory ? contact.bodyA.node! : contact.bodyB.node!
saviour.hidden = true
default :
//Some other contact has occurred
print("Some other contact")
}
}
Don't forget to set your class as an SKPhysicsContactDelegate
Check out the examples here:
Attack button in SpriteKit