The problem is i can't detect the collision //or contact in any way i have found on the internet
This is my code:
The declaration of my masks:
private let ballCategory : UInt32 = 0x1 << 0
private let holeCategory : UInt32 = 0x1 << 1
The adding of both the hole and the ball:
func addHole(#size : CGSize) {
let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
let hole = shapedHoles()
let UT = UTIL()
var position:CGFloat
let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)
switch randomPosition{
case 1:
position = CGRectGetMidX(self.frame)
case 2:
position = CGRectGetMidX(self.frame)+size.width
default:
position = CGRectGetMidX(self.frame)-(size.width)
}
var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size )//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)
createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
createdHole.physicsBody?.categoryBitMask = holeCategory
createdHole.physicsBody?.collisionBitMask = 0
createdHole.physicsBody?.contactTestBitMask = ballCategory
createdHole.physicsBody?.affectedByGravity = false
createdHole.physicsBody?.dynamic = false
lastHolePosition = randomPosition
createdHole .runAction(actionMoveDown)
self.addChild(createdHole)
}
func addSphere(){
let mainCharacterController = circle()
let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))
character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
character.physicsBody?.categoryBitMask = ballCategory
character.physicsBody?.collisionBitMask = 0
character.physicsBody?.contactTestBitMask = holeCategory
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
self.addChild(character)
} func addHole(#size : CGSize) {
let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
let hole = shapedHoles()
let UT = UTIL()
var position:CGFloat
let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)
switch randomPosition{
case 1:
position = CGRectGetMidX(self.frame)
case 2:
position = CGRectGetMidX(self.frame)+size.width
default:
position = CGRectGetMidX(self.frame)-(size.width)
}
var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size )//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)
createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
createdHole.physicsBody?.categoryBitMask = holeCategory
createdHole.physicsBody?.collisionBitMask = 0
createdHole.physicsBody?.contactTestBitMask = ballCategory
createdHole.physicsBody?.affectedByGravity = false
createdHole.physicsBody?.dynamic = false
lastHolePosition = randomPosition
createdHole .runAction(actionMoveDown)
self.addChild(createdHole)
}
func addSphere(){
let mainCharacterController = circle()
let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))
character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
character.physicsBody?.categoryBitMask = ballCategory
character.physicsBody?.collisionBitMask = 0
character.physicsBody?.contactTestBitMask = holeCategory
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
self.addChild(character)
}
And last but not least the didBeginContactMethod
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 & holeCategory) != 0 &&
(secondBody.categoryBitMask & ballCategory) != 0 {
println("HO")
}
}
Thank you and hope you know what is happening, and if you need any extra code just comment it
There is a couple things it might be. First you can try using an enum for the contact categories.
enum collisionBodies:UInt32 {
case ballCategory = 1
case holeCategory = 2
}
func Collisions() {
character.physicsBody.categoryBitMask = collisionBodies.ballCategory.rawValue
character.physicsBody.contactTestBitMask = collisionBodies.holeCategory.rawValue
character.physicsBody.collisionBitMask = 0
createdHole.physicsBody.categoryBitMask = collisionBodies.holeCategory.rawValue
createdHole.physicsBody.contactTestBitMask = collisionBodies.ballCategory.rawValue
createdHole.physicsBody.collisionBitMask = 0
}
Also try setting one of your physics bodies to dynamic = true or collisions will likely not work.
A better way to test for collisions in the didBeginContact function is to use a switch statement.
func didBeginContact(contact: SKPhysicsContact) {
let categoryMask = contact.BodyA.categoryBitMask | contact.BodyB.categoryBitMask
switch (categoryMask) {
case collisionBodies.holeCategory.rawValue | collisionBodies.ballCategory.rawValue:
//code to run when contact is detected
default:
return
}
}