So I got 2 SKSpriteNodes, a Human and a Block. If the Human hits the block on the top, it should be able to jump, if he is in the air, he shouldn't. I am using intersectsNode, but then the Human only jumps at the end of the Block, and I don't really know why. A Member of the Forum told me to use bodyAtPoint, but if I use it it only shows : "there is no visible @interface for SKSpriteNode declares the selector bodyAtPoint".
My current Code with intersectsNode :
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
Human.physicsBody.velocity = CGVectorMake(0, 0);
if([Human intersectsNode:Block1]){
[Human.physicsBody applyImpulse:CGVectorMake(0, 40)];
}
I suggest you use the didBeginContact:
instead of intersectsNode
. In MyScene you can set it up like this:
@implementation MyScene
{
BOOL playerBlockContact
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);
if (collision == (CNPhysicsCategoryPlayer | CNPhysicsCategoryBlock))
{
playerBlockContact = true;
NSLog(@"Contact");
}
}
- (void)didEndContact:(SKPhysicsContact *)contact
{
uint32_t collision = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask);
if (collision == (CNPhysicsCategoryPlayer | CNPhysicsCategoryBlock))
{
playerBlockContact = false;
NSLog(@"Contact lost");
}
}
Then replace your if([Human intersectsNode:Block1])
with If(playerBlockContact)
.