Side scroller style scene with gravity - sprite-kit

I've started learning sprite kit and I think I've got the basics but now I'm struggling with something.
I want to create a game that has a 'Streets of rage' type feel to it whereby the user can move up and down, but isn't jumping, they're still on a 2D plane. But I also want them to be effected by gravity e.g stairs etc. like the following picture.
Am I right in assuming that I should have my background image with colliders around the blue and brown edges, and then create a physicsbody collider located at the feet of my player/players so that it looks like they can move against the background, but when their feet reach the top it would stop?
Could I then place other obstacles like rocks etc on that path that they would be able to collide into, but that could also sit over the path and the sky? How would I handle the fact that these could be constantly colliding depending on the position?
I appreciate there isn't any code here, but I'm trying to understand the concept around this before I jump in coding a solution.
Thanks

I would use a categoryBitMask to separate the different planes of objects.
And I would play with collisionBitMask/contactTestBitMask depending from the plane the player is in, in addition to the z-order.
Thus you can have a rock that collides your player if they are both in the same line else the player would walk behind/front.

Related

How do I create an outline for my SKSpriteNode around the png texture in swift?

I am making a game in Swift(SpriteKit) and when the character in the game picks up a power-up, I want him to get an outline in purple so the player can see that his power-up is ready to use. I want the outline to hug all the curves of the player exactly. Is there any way to draw an outline around a sprite node that isn't a basic shape(like circle or square) but to outline a complex shape?
Here is an example of a shape similar to my sprite node:
And here is another example of the player with the visual outline that I want to add in SpriteKit(I just sketched it but I want it to be exact obviously):
They player also has his legs animating by flipping through an atlas of the animation, and preferably the outline would stay around the legs when the walking animation is happening. Is this possible?
To be clear, I just want an outline for visual purposes, so the player knows their "power up" shield is active so if they get hit it won't damage them.
I haven't dabbled with SpriteKit for a few years, and if memory serves me correctly perfect collision detection while animating is not available out of the box.
After checking the documentation I see that SKPhysicsBody has a init(texture:size:) initializer. This should at least get you a bit closer.
This guide from Apple is probably worth a read. (Pixel perfect collision detection is expensive).

Unity - How to give some flexibility to colliders

Hi I'am new to Unity and I was trying to implement a game using tetris blocks.
The game's goal is to build the highest tower before it collapses. However there is a problem in my implementation which is seen in the picture below.
I achieve the building a tower task by activating the rigidbody gravityscale when it collides with something. With that way it can collapse after touching somewhere not before. But I want to have the flexibility of some collisions. In the situation seen in the picture below, that 'T' block will collide with the point in the red circle before landing safely and gravityscale of the rigidbody will be set. So it will drop but I don't want it to happen becasue the collision area is too small. I want to make it land safely with some flexibility.
I tried to make colliders' size 0.9 but that just disrupts the scale of the world.
Can I do something like this :
If collision happens, check collision area and if the area is lower than lets say 0.1, do not trigger rigidbody gravityscale.
what about using capsulle collider 2D with small radius?

Objects not colliding Unity2D

I am trying to make a Retro Tenis Game in Unity2D but I have some issues with the colliding system.
My controller does not collide with the walls. It goes through them.
It should stop in the wall like pic1 but it goes through it like pic2.
Can anyone help me, please?
pic1
pic2
UPDATE#1: I added a RigidBody component but it does not fix it. (pic3)
pic3
You shouldn't use the colliding system for this purpose. It would be much better that the script in charge of moving your paddle was able to control its maximum and minimum height too (note that the screen size can change, and the paddles should move at different heights depending on the screen size).
Although if you want to do it with the collision system and "walls" that limit the space of the paddles, both the "walls" and the paddles need to have a correctly positioned BoxCollider2D and the paddles an extra kinematic Rigidbody2D too (as they can move).
Also make sure to move the paddles using physics and not modifying its position with transform.position (see Rigidbody2D.MovePosition)
Edit: Unity2D physics system is rather a complicated topic and difficult to get it well on your own. I'd suggest to learn the basics in the Unity Learning Platform. You could start with this project.
You need add RigidBody2D to your "circle"

Setting up a sliding character in the right way

I would like to try and make a game similar to Altos Adventure. I am having trouble starting.
How to set up the terrain so that my character doesnt get stuck?
I simply drew a test sprite for the ground in photoshop. What collider2d should I use?
I use polygon collider and reduce friction in the material. But the character gets stuck, hits small invisible bumbs and it feels awful. The worst part is connecting 2 ground sprites together! The point where they connect is always messy.
I have a question for the future as well. How would I add the endless part of the game?
Would having many "pieces" set up and just spawning them as the player rides down work?
I havent written any code yet as the problem is simply in the physics in my opinion.
Thanks to anyone who takes the time and tries to help!
To move your player use rigid body.AddForce(Vector3 direction, ForceMode forceMode); then create a Physics Material with friction = 0 and put it in your player's collider.

how to add frictionless effect to an object on a plane

I'm new to Unity and the is working on a personal project. In the following picture, you can see a blue plane in the middle, I want to use it as a ice plane and there should be no friction when user is walking on it. In another way, if I press 'w', the object should move forward until it hits an object. I know there's a built-in function called physic material, but it works only when the plane is tilt at some angle so that the object will slide down from the top to the bottom, but if the plane is placed in a horizontal level it will not work. Anybody has any suggestions for it, thanks.
Answering from my phone and off the top of my head, but look at using input.getaxisraw() to get your direction data then add forces. use triggers to stop the movement when you reach a trigger on another object. There were some good tutorials on Collisions and triggers on unity tutorials. To elaborate more, you can add colliders to the objects that you want your player object to interact with physically. So for your player object you can add code like:
OnTriggerEnter(collider c) {
// stop movement
}