I'm making a type of a platformer ( think super mario but in a top-down view style ) game and i want my main character to move with the platform it has contact with.
So i used this:
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody;
SKPhysicsBody *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else {
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if (firstBody.categoryBitMask == PlatformCategory || secondBody.categoryBitMask == PlayerCategory) {
_contact = YES;
}
-(void)didSimulatePhysics
{
if (_contact) {
_player.position = CGPointMake(_platform2.position.x, _platform2.position.y + 10);
}
}
}
It kinda worked, and now my player is moving with that SPECIFIC platform when it touches it, but that's not a very practical way for doing it because i will be randomly generating platforms. So how t achieve that ?
SKPhysicsBody has a property called node, which is the parent sprite it's attached to. In your collision method, test if the physics body is of collision category platform, then:
SKSpriteNode *thisCollidedPlatform = (SKSpriteNode*) nameOfPhysicsBody.node
And then use the position of thisCollidedPlatform to set the player position.