How to remove an sprite when game is over? - swift

I have been stuck in this part, I have been trying to removeFromParent but it doesnt work. In my game when an enemy colide 3 times with the player the game is over, the problem is that the enemies continue coming for some seconds and then dissapear but continue makeing damage to the player.
func didBeginContact(contact: SKPhysicsContact) {
let body1 = contact.bodyA.node as! SKSpriteNode
let body2 = contact.bodyB.node as! SKSpriteNode
if ((body1.name == "circuloPrincipal") && (body2.name == "enemigo")) {
colisionPrincipal(body2)
}else {
((body1.name == "enemigo") && (body2.name == "circuloPrincipal"))
colisionPrincipal(body1)
}
}
func colisionPrincipal(enemigo: SKSpriteNode) {
if hits < 2 && circuloPrincipal.color != enemigo.color{
shakeFrame(scene!)
circuloPrincipal.runAction(SKAction.scaleBy(1.5, duration:0.5))
enemigo.removeFromParent()
let particula = SKEmitterNode(fileNamed: "particulas.sks")
particula?.position = enemigo.position
particula?.hidden = false
particula?.runAction(SKAction.fadeOutWithDuration(0.8))
self.addChild(particula!)
hits += 1
}else if circuloPrincipal.color == enemigo.color {
enemigo.physicsBody?.affectedByGravity = false
enemigo.physicsBody?.dynamic = true
enemigo.removeFromParent()
score += 1
scoreLabel.text = "\(score)"
}else {
shakeFrame(scene!)
gameStarted = false
enemigo.removeFromParent()
enemigoTimer.invalidate()
highscoreLabel.runAction(SKAction.fadeInWithDuration(0.5))
if score > highscore {
let highscoreDefault = NSUserDefaults.standardUserDefaults()
highscore = score
highscoreDefault.setInteger(highscore, forKey: "highscore")
highscoreLabel.text = "Best: \(highscore)"
}
}
}

OK, so I don't have all that much information about your game to go by, but if you don't want the enemies to keep damaging the player the quick and dirty fix would be to add a guard to the top of your didBeginContact function:
func didBeginContact(contact: SKPhysicsContact) {
guard hits < 3 else {
return
}
let body1 = contact.bodyA.node as! SKSpriteNode
let body2 = contact.bodyB.node as! SKSpriteNode
if ((body1.name == "circuloPrincipal") && (body2.name == "enemigo")) {
colisionPrincipal(body2)
}else {
((body1.name == "enemigo") && (body2.name == "circuloPrincipal"))
colisionPrincipal(body1)
}
}
This should at least prevent anything to get called based on contacts after the required number of hits have occurred. As for cleaning up the sprites, this sounds rather simple (removeFromParent at the appropriate time) but I haven't got a clue about how you handle your game-states so it's hard to comment any further.
Personally I'd trigger it from the update() function if the required state has happened...

Related

How to remove player after contact

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 & CollisionTypes.enemy.rawValue != 0) && (secondBody.categoryBitMask & CollisionTypes.bullet.rawValue != 0)) {
if let enemy = firstBody.node as? SKSpriteNode,
let bullet = secondBody.node as? SKSpriteNode {
bulletCollidedWithEnemy(bulletNode: bullet, enemyNode: enemy)
}
}
else if ((firstBody.categoryBitMask & CollisionTypes.enemy.rawValue != 0) && (secondBody.categoryBitMask & CollisionTypes.player.rawValue != 0)) {
if let enemy = firstBody.node as? SKSpriteNode,
let player = secondBody.node as? SKSpriteNode {
enemyCollidedWithPlayer(enemyNode: enemy, playerNode: player)
}
}
}
My enemy and bullet both get removed after contact and update my score but my player isnt. I dont know if that last bit of code with player is wrong or its something else.
func bulletCollidedWithEnemy( bulletNode:SKSpriteNode, enemyNode:SKSpriteNode) {
bulletNode.removeFromParent();
enemyNode.removeFromParent();
score += 1;
}
func enemyCollidedWithPlayer( enemyNode:SKSpriteNode, playerNode:SKNode) {
enemyNode.removeFromParent();
playerNode.removeFromParent();
self.updateHighestScore(score: self.score);
// #todo: Better pause handling
pause();
score = 0;
}
It points to enemy and missile but I had to add the second part because i need player. Its inside didbegin so i thought this was the only way for it work. Did i write it wrong or should I just remove the whole player else if code

Determine only one contact SpriteKit

The main question is: How to determine only one contact?
part of code:
extension GameScene : SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
let bodyA = contact.bodyA.categoryBitMask
let bodyB = contact.bodyB.categoryBitMask
let ball = BitmaskCategory.ball
let bucket = BitmaskCategory.bucket
if bodyA == ball && bodyB == bucket || bodyA == bucket && bodyB == ball {
print("contact")
// block.run(SKAction.repeatForever(blockInstanse.rotateBlock(block: block)))
}
}}
When I put ball in bucket, i have that output because ball has bouncing effect.
Want to write some logic in that func but I can't because have several contacts.
Tried to change ball.physicsBody?.categoryBitMask in "if" condition but without success too.
Please help...
Your ball or bucket can set a flag on the first contact, you can check inside the didBegin and run action if is true, like:
var isFirstContact = true
func didBegin(_ contact: SKPhysicsContact) {
let bodyA = contact.bodyA.categoryBitMask
let bodyB = contact.bodyB.categoryBitMask
let ball = BitmaskCategory.ball
let bucket = BitmaskCategory.bucket
if bodyA == ball && bodyB == bucket || bodyA == bucket && bodyB == ball {
if isFirstContact {
isFirstContact = false
// block.run(SKAction.repeatForever(blockInstanse.rotateBlock(block: block)))
}
}
}}

testing if a node is attached to a physicsBody swift

I am getting the node attached to a contact body (SKPhysicsBody), in a function called while detecting a contact between to SKSpriteNode. Sometimes, I get an error because it can not get the node attached to the contact body, so I test if there's a node to avoid that type of error. But a warning tells me it will never return false. I've not had anymore error like this since I test that but I'm not sure if it works well or if it can still happen. Do you have any idea?
//The actual code
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == enemyCategory) && (contact.bodyB.categoryBitMask == shootCategory){ //test if it is the contact with I want to catch
let shootNode = contact.bodyB.node, shootNode != nil { // I test if there's a node attached to the enemyShootNode but it's supposed never to return false
let enemyNode = contact.bodyA.node, enemyNode != nil { // I test if there's a node attached to the shootNode but it's supposed never to return false
let enemySKNode = enemyNode as? SKSpriteNode
let shootSKNode = shootNode as? SKSpriteNode
// code
}
}
}
}
// The code with error
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == enemyCategory) && (contact.bodyB.categoryBitMask == shootCategory){
let shootNode = contact.bodyB.node!
let enemyNode = contact.bodyA.node! // The error occurs here : "fatal error: unexpectedly found nil while unwrapping an Optional value"
let enemySKNode = enemyNode as? SKSpriteNode
let shootSKNode = shootNode as? SKSpriteNode
}
}
Thanks for your advices, the error indeed comes from the SKPhysics property (the didBegin function is called several times) but I didn't manage to fix.
Although I corrected the way I was checking if a sprite was here, and there are no more warnings or errors so I suppose it works well :
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == enemyCategory) && (contact.bodyB.categoryBitMask == shootCategory) || (contact.bodyA.categoryBitMask == shootCategory) && (contact.bodyB.categoryBitMask == enemyCategory){
if var shootNode = contact.bodyB.node{
if var enemyNode = contact.bodyA.node{
// If the enemyNode and the shootNode don't respectively correspond to
if contact.bodyA.categoryBitMask == shootCategory {
shootNode = contact.bodyA.node!
enemyNode = contact.bodyB.node!
}
let enemySKNode = enemyNode as? SKSpriteNode
let shootSKNode = shootNode as? SKSpriteNode
}
}
}
}

How to delete enemy after certain hits?

I am trying to delete an enemy after 2 shots.Here is my didBegin
func didBegin(_ contact: SKPhysicsContact) {
var body1:SKPhysicsBody
var body2:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}else{
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
//if the bullet has hit the enemy
if body2.node != nil {
spawnSplatter(spawnPosition: body2.node!.position)
body1.node?.removeFromParent()
body2.node?.removeFromParent()
}
This deletes an enemy after being hit once, can someone tell me how I can delete an enemy after 2 hits?
Usually, try to remove nodes to didBegin(_ contact: it's not a good idea because you could have multiple contacts with nodes that become nil after the first contact and this could cause a crash.
var bulletCounter : Int = 0
var nodesToRemove = [SKNode]()
func didBegin(_ contact: SKPhysicsContact) {
var body1:SKPhysicsBody
var body2:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}else{
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
//if the bullet has hit the enemy
bulletCounter += 1
nodesToRemove.append(body1.node!) // remove always the bullet
switch bulletCounter {
case 2:
nodesToRemove.append(body2.node!) // remove enemy
bulletCounter = 0
default:break
}
}
}
override func didFinishUpdate()
{
nodesToRemove.forEach(){$0.removeFromParent()}
nodesToRemove = [SKNode]()
}
This example can be useful if you have 1 enemy.
If you have more enemies you can create a bulletCounter property to your Enemy class or store a bulletCounter value inside the SKNode userData property:
Create the dictionary first:
enemy.userData = NSMutableDictionary()
enemy.userData?.setObject(0, forKey: "bulletCounter")
Get/assign your value during the game:
if let bulletCounter = self.userData?.object(forKey: "bulletCounter") {
var counter = bulletCounter as! Int
counter += 1
self.userData?.setObject(counter, forKey: "bulletCounter" as NSCopying)
}

didBeginContact not calling GameOver scene. Does something need to be added?

I have different colored bars on the right side of my screen with other bars of the same colors generated randomly coming from the left side that are to be matched with the static ones on the right. When matching colors collide, they are incrementing my score label and removing from the scene perfectly fine, but when the wrong ones match up, nothing happens. Ive even set up a print("") statement and its not being called. Here is my code for didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
if let firstBody = ((contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyA.node : contact.bodyB.node) as! SKSpriteNode? {
if let secondBody = ((contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyB.node : contact.bodyA.node) as! SKSpriteNode? {
if firstBody.color == secondBody.color {
label.text = "\(points)"
points++
firstBody.removeFromParent()
}
if firstBody.color != secondBody.color {
gameEnd()
print("didn't match")
}
}
}
Your code seems to be an unorganized mess, give this a try:
func didBeginContact(contact: SKPhysicsContact) {
if let firstBody = ((contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyA.node : contact.bodyB.node) as! SKSpriteNode?, secondBody = ((contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? contact.bodyB.node : contact.bodyA.node) as! SKSpriteNode? {
if firstBody.color == secondBody.color {
label.text = "\(points)"
points++
firstBody.removeFromParent()
}
else{
print("didn't match")
gameEnd()
}
}
}