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

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()
}
}
}

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

SKPhysicsContact not contacting enemy with bullet

I already have my categorybitmasks setup hopefully correctly but my code below should have my bullet and enemy contact and then remove each other. Nothing happens, they just collide and still stay on the screen
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 & bulletCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 {
destroyEnemy(bullet: firstBody.node as! SKSpriteNode, enemy: secondBody.node as! SKSpriteNode)
}
}
func destroyEnemy(bullet: SKSpriteNode, enemy: SKSpriteNode) {
bullet.removeFromParent()
enemy.removeFromParent()
}
enemy.physicsBody?.categoryBitMask = CollisionTypes.enemy.rawValue
enemy.physicsBody?.contactTestBitMask = CollisionTypes.bullet.rawValue
enemy.physicsBody?.collisionBitMask = CollisionTypes.bullet.rawValue
bullet.physicsBody?.categoryBitMask = CollisionTypes.bullet.rawValue
bullet.physicsBody?.contactTestBitMask = CollisionTypes.enemy.rawValue
bullet.physicsBody?.collisionBitMask = CollisionTypes.enemy.rawValue
This isn't an answer per se, but is a bit long for a comment:
In your didBegin you have:
if (firstBody.categoryBitMask & bulletCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 {
destroyEnemy(bullet: firstBody.node as! SKSpriteNode, enemy: secondBody.node as! SKSpriteNode)
What happens if firstBody is the enemy and secondBody is the bullet? It would appear that the code to be run when the contact occurs won't fire. Without seeing your categoryBitMask definitions we won't know because you appear to be assigning first and second body in ascending order of the categoryBitMask value.
You could confirm if this is working with another print inside the if block.
I've never really liked this form of didBegin and I personally find this style more readable:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case bulletCategory | enemyCategory:
print("bullet and enemy have contacted.")
let bulletNode = contact.bodyA.categoryBitMask == bulletCategory ? contact.bodyA.node : contact.bodyB.node
let enemyNode = contact.bodyA.categoryBitMask == enemyCategory ? contact.bodyA.node : contact.bodyB.node
destroyEnemy(bullet: bulletNode, enemy: enemyNode)
case playerCategory | enemyCategory:
// Handle player/Enemy collisions
default:
print("Some other contact occurred")
}

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)
}

Swift: Physics Body Collision Bad Instruction Error

When I run this code the first CollisionWithplayer line gives me a bad instruction error. The error doesn't appear every time, only every once in a while with no similar conditions to identify what is causing it.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.Bullet) ||
(firstBody.categoryBitMask == PhysicsCategory.Bullet) && (secondBody.categoryBitMask == PhysicsCategory.Goblin))
{
CollisionWithBullet(firstBody.node as! SKSpriteNode, Bullet: secondBody.node as! SKSpriteNode)
}
else if ((firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.player) ||
(firstBody.categoryBitMask == PhysicsCategory.player) && (secondBody.categoryBitMask == PhysicsCategory.Goblin)){
CollisionWithplayer(firstBody.node as! SKSpriteNode, player: secondBody.node as! SKSpriteNode)
}
func CollisionWithBullet(Goblin: SKSpriteNode, Bullet:SKSpriteNode){
Goblin.removeFromParent()
Bullet.removeFromParent()
score += 1
ScoreLbl.text = "\(score)"
var explosion = SKEmitterNode(fileNamed: "Goblin Death Animation.sks")
explosion!.particlePosition = Goblin.position
self.addChild(explosion!)
var fire = SKEmitterNode(fileNamed: "Goblin Death Animation 2.sks")
fire!.particlePosition = Goblin.position
self.addChild(fire!)
}
func CollisionWithplayer(Goblin: SKSpriteNode, player: SKSpriteNode){
let ScoreDefault = NSUserDefaults.standardUserDefaults()
ScoreDefault.setValue(score, forKey: "Score")
ScoreDefault.synchronize()
if (score > Highscore){
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
HighscoreDefault.setValue(score, forKey: "Highscore")
}
Goblin.removeFromParent()
player.removeFromParent()
self.view?.presentScene(EndScene())
ScoreLbl.removeFromSuperview()
}
I assume you get an error because your code doesn't treat the case where 1 collision causes the didBeginContact method to fire more than once (collision happened at 2 points of same node)
I would rewrite your code like this to avoid such a case (using optionals). Furthermore I slightly rewrote it so you don't have to write 2 if statements for each collision.
func didBeginContact(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
}
if (firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.Bullet) {
collisionWithBullet(firstBody.node as? SKSpriteNode, bullet: secondBody.node as? SKSpriteNode)
}
if (firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.player) {
collisionWithPlayer(firstBody.node as? SKSpriteNode, player: secondBody.node as? SKSpriteNode)
}
}
func collisionWithBullet(goblin: SKSpriteNode?, bullet:SKSpriteNode?){
guard let goblin = goblin, bullet = bullet else { return }
goblin.removeFromParent()
bullet.removeFromParent()
score += 1
scoreLbl.text = "\(score)"
if let explosion = SKEmitterNode(fileNamed: "Goblin Death Animation.sks") {
explosion.particlePosition = goblin.position
self.addChild(explosion)
}
if let fire = SKEmitterNode(fileNamed: "Goblin Death Animation 2.sks") {
fire.particlePosition = goblin.position
self.addChild(fire)
}
}
func collisionWithPlayer(goblin: SKSpriteNode?, player: SKSpriteNode?){
guard let goblin = goblin, player = player else { return }
let scoreDefault = NSUserDefaults.standardUserDefaults()
scoreDefault.setValue(score, forKey: "Score")
// synchronised not needed anymore
if (score > highscore){
let highscoreDefault = NSUserDefaults.standardUserDefaults()
highscoreDefault.setValue(score, forKey: "Highscore")
}
goblin.removeFromParent()
player.removeFromParent()
self.view?.presentScene(EndScene())
scoreLbl.removeFromSuperview()
}
Please also follow the swift guidlines, your methods and properties should start will small letters not will capital letters.
Hope this helps

How to remove an sprite when game is over?

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...