Can't modify contact.bodyA in didBeginContact - swift

I'm new to SpriteKit and Swift. Spent too much time trying to apply position/velocity changes to a body in didBeginContact, only to read in the Apple docs that contact is read only. What is a good way to go about modifying bodies involved in a collision?
struct PhysicsCategory
{
static let None: UInt32 = 0
static let All: UInt32 = UInt32.max
static let LeftWall: UInt32 = 0b1
static let Food: UInt32 = 0b10
}
override func didMoveToView(view: SKView)
{
for(var i = 0; i < 10; ++i)
{
var temp = SKSpriteNode(color: UIColor(red: 0.0, green: 0.7, blue: 0.0, alpha: 1.0), size: CGSizeMake(size, size))
temp.position.x = self.scene!.size.width/2.0
temp.position.y = self.scene!.size.height/2.0
temp.physicsBody = SKPhysicsBody(rectangleOfSize: temp.size)
temp.physicsBody!.categoryBitMask = PhysicsCategory.Food
temp.physicsBody!.contactTestBitMask = PhysicsCategory.LeftWall
temp.physicsBody!.collisionBitMask = PhysicsCategory.None
temp.physicsBody!.velocity.dx = self.randomBetweenNumbers(0.0, secondNum: 0.5) - 0.25
temp.physicsBody!.velocity.dy = self.randomBetweenNumbers(0.0, secondNum: 0.5) - 0.25
self.addChild(temp)
}
}
func didBeginContact(contact: SKPhysicsContact)
{
if (contact.bodyA.categoryBitMask & PhysicsCategory.Food != 0) && (contact.bodyB.categoryBitMask & PhysicsCategory.LeftWall != 0)
{
contact.bodyA!.velocity.dx = 0.0
println("\(contact.bodyA.velocity.dx)") //isn't 0.0
}
}

out of the class
let firstObjectCategory:UInt32 = 0x1 << 0
let secondObjectCategory:UInt32 = 0x1 << 1
var marker:Int= 0
In you DidMoveToView
node1.physicsBody?.categoryBitMask = firstObjectCategory
node1.physicsBody?.contactTestBitMask = secondObjectCategory
if marker=1
{
node1.velocity.dx = 0.0
}else{
node1.velocity.dx = what you want
}
node2.physicsBody?.categoryBitMask = secondObjectCategory
node2.physicsBody?.contactTestBitMask = firstObjectCategory
test the contact between two physic bodies :
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 & firstObjectCategory) != 0 && (secondBody.categoryBitMask & secondObjectCategory) != 0)
{
marker=1
}
}
I hope it will help you

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])

Casting custom SKSpriteNode class after collision

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()

Basic Swift SpriteKit Collisions using PhysicsBodys

The problem: I seem to be having a little trouble getting my player to collide with a coin, and adding +1 to a coinLabel upon the collision. The player should continue moving after coming in contact with the coin.
What I have now: With the code I have now, the player travels through the coin, but there is no collision that takes place and +1 isn't added to the coin label.
I am still learning the swift language, so I appreciate any help that is given.
Code:
struct ColliderType {
static let playerCategory: UInt32 = 0x1 << 0
static let boundary: UInt32 = 0x1 << 1
​
​static let coinCategory: UInt32 = 0x1 << 2
​
​static let bodyA: UInt32 = 0x1 << 4
​
​static let bodyB: UInt32 = 0x1 << 8
}
​override func didMoveToView(view: SKView) {
​
var coinInt = 0
​
​
​
​self.physicsWorld.gravity = CGVectorMake(0.0, -7.0)
physicsWorld.contactDelegate = self
player = SKSpriteNode(imageNamed: "player")
player.zPosition = 1
player.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 5.12)
player.physicsBody?.dynamic = true
player.physicsBody?.allowsRotation = false
self.addChild(player)
generateCoins()
​
​
coin = SKSpriteNode( imageNamed: "coin")
coin.physicsBody? = SKPhysicsBody(circleOfRadius: coin.size.height / 10)
coin.physicsBody?.dynamic = false
coin.physicsBody?.allowsRotation = false
coin.zPosition = 1
​self.addChild(coin)
​
player.physicsBody?.categoryBitMask = ColliderType.playerCategory
​player.physicsBody?.contactTestBitMask = ColliderType.boundary
player.physicsBody?.collisionBitMask = ColliderType.coinCategory | ColliderType.boundary
coin.physicsBody?.categoryBitMask = ColliderType.coinCategory
coin.physicsBody?.contactTestBitMask = ColliderType.playerCategory
coin.physicsBody?.collisionBitMask = ColliderType.playerCategory
func didPlayerCollideWithCoin(player: SKSpriteNode, coin: SKSpriteNode) {
self.coin.removeFromParent()
self.coin += 1
coinLabel.text = "\(coinInt)"
}
​
​
​
​func generateCoins() {
if(self.actionForKey("spawning") != nil){return}
let coinTimer = SKAction.waitForDuration(7, withRange: 2)
let spawnCoin = SKAction.runBlock {
self.coin = SKSpriteNode( imageNamed: "coin")
self.coin.physicsBody = SKPhysicsBody(circleOfRadius: self.coin.size.height / 10)
self.coin.name = "coin"
self.coin.physicsBody?.dynamic = false
self.coin.physicsBody?.allowsRotation = false
var coinPosition = Array<CGPoint>()
coinPosition.append((CGPoint(x:340, y:103)))
coinPosition.append((CGPoint(x:340, y:148)))
coinPosition.append((CGPoint(x:340, y:218)))
coinPosition.append((CGPoint(x: 340, y:343)))
let spawnLocation = coinPosition[Int(arc4random_uniform(UInt32(coinPosition.count)))]
let action = SKAction.repeatActionForever(SKAction.moveToX(+self.xScale, duration: 4.4))
self.coin.runAction(action)
self.coin.position = spawnLocation
self.addChild(self.coin)
print(spawnLocation)
}
let sequence = SKAction.sequence([coinTimer, spawnCoin])
self.runAction(SKAction.repeatActionForever(sequence), withKey: "spawning")
}
​​
func didBeginContact(contact:SKPhysicsContact) {
let bodyA: SKPhysicsBody = contact.bodyA
let bodyB: SKPhysicsBody = contact.bodyB
if ((bodyA.categoryBitMask == ColliderType.playerCategory) && (bodyB.categoryBitMask == ColliderType.coinCategory)){
didPlayerCollideWithCoin(bodyA.node as! SKSpriteNode, coin: bodyB.node as! SKSpriteNode)
}
​
​}
You could try leaving your contactTestBitmasks the same but remove the collisionBitmasks between the player and coin:
player.physicsBody?.categoryBitMask = ColliderType.playerCategory
​player.physicsBody?.contactTestBitMask = ColliderType.boundary
player.physicsBody?.collisionBitMask = ColliderType.boundary
coin.physicsBody?.categoryBitMask = ColliderType.coinCategory
coin.physicsBody?.contactTestBitMask = ColliderType.playerCategory
This way, when the player collides with a coin it will register, but it wont "bounce off" and will continue moving in the same direction.
*Note: Using this MAY require you to use the
func didBeginContact(contact: SKPhysicsContact) {
method instead of
func didPlayerCollideWithCoin(player: SKSpriteNode, coin: SKSpriteNode) {
But I recommend trying it with the didPlayerCollideWithCoin() method first.
In case you need it, it is implemented like this:
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 == playerCategory && secondBody.categoryBitMask == coinCategory {
print("Your player passes through the coin")
score = score + 1
}
}
For more details see this tutorial from Ray Wenderlich:
https://www.raywenderlich.com/123393/how-to-create-a-breakout-game-with-sprite-kit-and-swift

Integer is not being updated

I am making a game that includes a high score label that comes up once the player dies, along with a restart button. Overall the high score, which is an integer, works fine but there is one problem. If you reach a new high score in that round you just finished you have to die again for it to show the new high score. Lets say I play the game while the high score is already 15 and I score 17 when the high score label comes up it still shows 15. After I restart the game and the high score comes up again it will now show 17. The high score is not updating when I want it to.
import SpriteKit
struct physicsCatagory {
static let person : UInt32 = 0x1 << 1
static let Ice : UInt32 = 0x1 << 2
static let IceTwo : UInt32 = 0x1 << 3
static let IceThree : UInt32 = 0x1 << 4
static let Score : UInt32 = 0x1 << 5
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Highscore = Int()
var timeOfLastSpawn: CFTimeInterval = 0.0
var timePerSpawn: CFTimeInterval = 1.2
var scorenumber = Int()
var lifenumber = Int()
var SpeedNumber : Double = 0.5
var person = SKSpriteNode(imageNamed: "Person1")
let Score = SKSpriteNode()
var ScoreLable = SKLabelNode()
var Highscorelabel = SKLabelNode()
let BackGround = SKSpriteNode (imageNamed: "BackGround")
var restartButton = SKSpriteNode()
var Died = Bool()
func restartScene(){
self.removeAllChildren()
self.removeAllActions()
scorenumber = 0
lifenumber = 0
createScene()
random()
//spawnThirdIce()
Died = false
timeOfLastSpawn = 0.0
timePerSpawn = 1.2
}
func createScene(){
physicsWorld.contactDelegate = self
if (scorenumber > Highscore){
var Highscoredefault = NSUserDefaults.standardUserDefaults()
Highscoredefault.setValue(scorenumber, forKey: "HighScore")
}
var Highscoredefault = NSUserDefaults.standardUserDefaults()
if (Highscoredefault.valueForKey("HighScore") != nil){
Highscore = Highscoredefault.valueForKey("HighScore") as! NSInteger
}
else{
Highscore = 0
}
lifenumber = 0
SpeedNumber = 1
BackGround.size = CGSize(width: self.frame.width, height: self.frame.height)
BackGround.position = CGPointMake(self.size.width / 2, self.size.height / 2)
BackGround.zPosition = -5
self.addChild(BackGround)
Score.size = CGSize(width: 2563, height: 1)
Score.position = CGPoint(x: 320, y: -20)
Score.physicsBody = SKPhysicsBody(rectangleOfSize: Score.size)
Score.physicsBody?.affectedByGravity = false
Score.physicsBody?.dynamic = false
Score.physicsBody?.categoryBitMask = physicsCatagory.Score
Score.physicsBody?.collisionBitMask = 0
Score.physicsBody?.contactTestBitMask = physicsCatagory.IceThree
Score.color = SKColor.blueColor()
Score.zPosition = -5
self.addChild(Score)
person.zPosition = 1
person.position = CGPointMake(self.size.width/2, self.size.height/9.5)
person.setScale(0.6)
person.physicsBody = SKPhysicsBody (rectangleOfSize: CGSize(width: 1000, height: 50))
person.physicsBody?.affectedByGravity = false
person.physicsBody?.categoryBitMask = physicsCatagory.person
person.physicsBody?.contactTestBitMask = physicsCatagory.Ice
person.physicsBody?.collisionBitMask = physicsCatagory.Ice
person.physicsBody?.dynamic = false
person.physicsBody?.affectedByGravity = false
self.addChild(person)
ScoreLable = SKLabelNode()
ScoreLable.fontName = "Arial"
ScoreLable.position = CGPoint(x: self.frame.width / 2, y: 1700)
ScoreLable.text = "\(scorenumber)"
ScoreLable.fontColor = UIColor.yellowColor()
ScoreLable.fontSize = 150
self.addChild(ScoreLable)
Highscorelabel.fontName = "Arial"
Highscorelabel.position = CGPoint(x: self.frame.width / 2, y: 1400)
Highscorelabel.text = "HighScore: \(Highscore)"
Highscorelabel.fontSize = 150
Highscorelabel.fontColor = UIColor.yellowColor()
Highscorelabel.zPosition = -7
self.addChild(Highscorelabel)
}
func random() -> CGFloat{
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min min: CGFloat, max: CGFloat) -> CGFloat{
return random() * (max - min) + min
}
var gameArea: CGRect
override init(size: CGSize) {
let maxAspectRatio: CGFloat = 16.0/9.0
let playableWidth = size.height / maxAspectRatio
let margin = (size.width - playableWidth) / 2
gameArea = CGRect(x: margin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMoveToView(view: SKView) {
createScene()
}
func createButton(){
restartButton = SKSpriteNode(imageNamed: "Restart Button")
restartButton.position = CGPoint(x: 768, y: 1024)
restartButton.zPosition = 6
restartButton.setScale(2.3)
self.addChild(restartButton)
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == physicsCatagory.person && secondBody.categoryBitMask == physicsCatagory.IceThree || firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.person{
scorenumber++
if scorenumber == 20 {
timePerSpawn = 1.0
}
if scorenumber == 40{
timePerSpawn = 0.89
}
if scorenumber == 60{
timePerSpawn = 0.6
}
if scorenumber == 80{
timePerSpawn = 0.5
}
if scorenumber == 100{
timePerSpawn = 0.4
}
if scorenumber == 120{
timePerSpawn = 0.3
}
ScoreLable.text = "\(scorenumber)"
CollisionWithPerson(firstBody.node as! SKSpriteNode, Person: secondBody.node as! SKSpriteNode)
}
if firstBody.categoryBitMask == physicsCatagory.Score && secondBody.categoryBitMask == physicsCatagory.IceThree ||
firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.Score{
lifenumber++
if lifenumber == 1{
//person.texture
person.texture = SKTexture (imageNamed: "Flower#2")
}
if lifenumber == 2{
person.texture = SKTexture (imageNamed: "Flower#3")
}
if lifenumber == 3{
// self.addChild(Highscorelabel)
Highscorelabel.zPosition = 5
createButton()
person.zPosition = -6
person.texture = SKTexture (imageNamed: "Person1")
//person.removeFromParent()
Died = true
}
}
}
func CollisionWithPerson (Ice: SKSpriteNode, Person: SKSpriteNode){
Person.removeFromParent()
// if (scorenumber > Highscore){
// var Highscoredefault = NSUserDefaults.standardUserDefaults()
// Highscoredefault.setValue(scorenumber, forKey: "HighScore")
//}
}
func spawnThirdIce(){
if Died == true {
} else
{
var Ice = SKSpriteNode(imageNamed: "Ice")
Ice.zPosition = 2
Ice.setScale(1.5)
Ice.physicsBody = SKPhysicsBody(rectangleOfSize: Ice.size)
Ice.physicsBody?.categoryBitMask = physicsCatagory.IceThree
Ice.physicsBody?.contactTestBitMask = physicsCatagory.person | physicsCatagory.Score
Ice.physicsBody?.affectedByGravity = false
Ice.physicsBody?.dynamic = true
let randomXStart = random(min:CGRectGetMinX(gameArea), max: CGRectGetMaxX(gameArea))
let randomXend = random(min:CGRectGetMinX(gameArea),max: CGRectGetMaxX(gameArea))
let startPoint = CGPoint(x: randomXStart, y: self.size.height * 1.2)
let endpoint = CGPoint(x: randomXend, y: -self.size.height * 0.2)
Ice.position = startPoint
let moveEnemy = SKAction.moveTo(endpoint, duration: 2.0)
let deleteEnemy = SKAction.removeFromParent()
let enemySequence = SKAction.sequence([moveEnemy , deleteEnemy])
Ice.runAction(enemySequence)
self.addChild(Ice)
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches{
let location = touch.locationInNode(self)
if Died == true{
if restartButton.containsPoint(location){
restartScene()
}
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
if Died == true {
}
else{
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let previousTouch = touch.previousLocationInNode(self)
let ammountDragged = location.x - previousTouch.x
person.position.x += ammountDragged
if person.position.x > CGRectGetMaxX(gameArea) - person.size.width/2{
person.position.x = CGRectGetMaxX(gameArea) - person.size.width/2
}
if person.position.x < CGRectGetMinX(gameArea) + person.size.width/2{
person.position.x = CGRectGetMinX(gameArea) + person.size.width/2
}
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (currentTime - timeOfLastSpawn > timePerSpawn) {
spawnThirdIce()
self.timeOfLastSpawn = currentTime
}
}
}
Ok this is what I added to if life number = 3:
if lifenumber == 3{
if (scorenumber > Highscore){
var Highscoredefault = NSUserDefaults.standardUserDefaults()
Highscoredefault.setValue(scorenumber, forKey: "HighScore")
}
var Highscoredefault = NSUserDefaults.standardUserDefaults()
if (Highscoredefault.valueForKey("HighScore") != nil){
Highscore = Highscoredefault.valueForKey("HighScore") as! NSInteger
}
else{
Highscore = 0
}
self.addChild(Highscorelabel)
createButton()
person.zPosition = -6
person.texture = SKTexture (imageNamed: "Person1")
Died = true
}
It appears you only set the text property of Highscorelabel when you initialize it. If you want the Highscorelabel to be updated immediately upon death then you should update it at such time.
if lifenumber == 3 {
/* Check if new highscore, update HighscoreLabel */
I think you must add just this:
after scorenumber++ in func didBeginContact(contact: SKPhysicsContact)
//ADD THIS
if scorenumber > Highscore {
Highscore = scorenumber
Highscorelabel.text = "HighScore: \(Highscore)"
}

didBeginContact not called : this instance is unique to me

So, I am still experimenting with Sprite Kit for my first time ever, and I would like to test for collision. So, I searched around a bit in Apple's documentation, around Stack Overflow, online tutorials, and other forums. However, I was unable to find something a tip or code that makes what I am doing work. So, here are the relevant pieces of code:
This is the code for an obstacle:
func createObstacle(){
var ball = SKShapeNode(circleOfRadius: 20)
var width = UInt32(self.frame.width)
var random_number = arc4random_uniform(width)
ball.position = CGPointMake(CGFloat(random_number), frame.height+20)
ball.strokeColor = SKColor.blackColor()
ball.glowWidth = 1.0
ball.fillColor = SKColor.darkGrayColor()
ball.physicsBody = SKPhysicsBody(circleOfRadius: 20)
ball.physicsBody!.affectedByGravity = true
ball.physicsBody?.categoryBitMask = 6
ball.physicsBody?.dynamic = true
self.addChild(ball)
}
This is relevant code for the thing that it would collide with:
let circle = SKShapeNode(circleOfRadius: 20)
circle.physicsBody = SKPhysicsBody(circleOfRadius: 20)
circle.fillColor = SKColor.blueColor()
circle.strokeColor = SKColor.blueColor()
circle.glowWidth = 1.0
circle.physicsBody?.categoryBitMask = 4
circle.physicsBody?.dynamic = true
circle.physicsBody?.affectedByGravity = false
And this is the code for contact:
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 == 4 && secondBody.categoryBitMask == 6) || (firstBody.categoryBitMask == 6 && secondBody.categoryBitMask == 4)){
println("HI")
}else{println("NO")}
}
Sadly, nothing is being printed at all, so something's wrong. Any idea why this doesn't work?
Your class should have delegate SKPhysicsContactDelegate.
class GameScene: SKScene, SKPhysicsContactDelegate {
In didMoveToView write this:
physicsWorld.contactDelegate = self
EDIT
Define CategoryBitMask like this
struct PhysicsCategory {
static let circleCategory : UInt32 = 0b1 // 1
static let ballCategory : UInt32 = 0b10 // 2
}
Give CategoryBitMask to circle and ball
circle.physicsBody?.categoryBitMask = PhysicsCategory.circleCategory
ball.physicsBody?.categoryBitMask = PhysicsCategory.ballCategory
Then check contact like this:
(func didBeginContact(contact: SKPhysicsContact) {
if ((contact.bodyA.categoryBitMask == 0b1 && contact.bodyB.categoryBitMask == 0b10 ) || ( contact.bodyA.categoryBitMask == 0b1 && contact.BodyB.categoryBitMask == 0b1 ))
println("Contact")
}
}
Sorry for typos didnt used editor