So I am creating an air hockey game and there are 5 major SKSpriteNodes. I need to detect collision between the puck and goal1 and goal2. When it does detect collision it needs to add 1 to the scoreLeft or scoreRight which are SKLabelNode's. I have used the Gamescene.sks file to make the visual representation. I commented the didBeginContact because thats where it doesn't work. Thank You in advance.
class GameScene: SKScene, SKPhysicsContactDelegate {
let paddle1CategoryName = "paddle1"
let paddle2CategoryName = "paddle2"
let puckCategoryName = "puck"
let goal1CategoryName = "goal1"
let goal2CategoryName = "goal2"
let scoreLeftCategoryName = "scoreLeft"
let scoreRightCategoryName = "scoreRight"
var isFingerOnPaddle1 = false
var isFingerOnPaddle2 = false
var paddle1Category: UInt32 = 0x1 << 0
var paddle2Category: UInt32 = 0x1 << 1
var puckCategory: UInt32 = 0x1 << 2
var goal1Category: UInt32 = 0x1 << 3
var goal2Category: UInt32 = 0x1 << 4
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
let paddle1 = childNodeWithName(paddle1CategoryName) as! SKSpriteNode
let paddle2 = childNodeWithName(paddle2CategoryName) as! SKSpriteNode
let puck = childNodeWithName(puckCategoryName) as! SKSpriteNode
let goal1 = childNodeWithName(goal1CategoryName) as! SKSpriteNode
let goal2 = childNodeWithName(goal2CategoryName) as! SKSpriteNode
let scoreLeft = childNodeWithName(scoreLeftCategoryName) as! SKLabelNode
let scoreRight = childNodeWithName(scoreRightCategoryName) as! SKLabelNode
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
var touch = touches.first! as UITouch
var location = touch.locationInNode(self)
if let body = physicsWorld.bodyAtPoint(location){
if body.node!.name == paddle1CategoryName {
print("The game has begun.")
isFingerOnPaddle1 = true
} else if body.node!.name == paddle2CategoryName{
print("The game has begun.")
isFingerOnPaddle2 = true
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let paddle1 = childNodeWithName(paddle1CategoryName) as! SKSpriteNode
let paddle2 = childNodeWithName(paddle2CategoryName) as! SKSpriteNode
let puck = childNodeWithName(puckCategoryName) as! SKSpriteNode
let goal1 = childNodeWithName(goal1CategoryName) as! SKSpriteNode
let goal2 = childNodeWithName(goal2CategoryName) as! SKSpriteNode
var touch = touches.first! as UITouch
var touchLocation = touch.locationInNode(self)
var previousLocation = touch.previousLocationInNode(self)
if isFingerOnPaddle1{
let paddle1X = paddle1.position.x + (touchLocation.x - previousLocation.x)
let paddle1Y = paddle1.position.y + (touchLocation.y - previousLocation.y)
if (touchLocation.x <= paddle1.position.x && (touchLocation.y <= paddle1.position.y || touchLocation.y >= paddle1.position.y)){
paddle1.position = CGPoint(x: paddle1X, y: paddle1Y)
}
}
if isFingerOnPaddle2{
let paddle2X = paddle2.position.x + (touchLocation.x - previousLocation.x)
let paddle2Y = paddle2.position.y + (touchLocation.y - previousLocation.y)
if (touchLocation.x >= paddle2X && (touchLocation.y >= paddle2Y || touchLocation.y < paddle2.position.y)){
paddle2.position = CGPoint(x: paddle2X, y: paddle2Y)
}
}
}
/*
func didBeginContact(contact: SKPhysicsContact) {
let scoreLeft = childNodeWithName(scoreLeftCategoryName) as! SKLabelNode
let scoreRight = childNodeWithName(scoreRightCategoryName) as! SKLabelNode
var score = 0
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask{
case puckCategory | goal1Category:
if contact.bodyA.categoryBitMask == puckCategory{
puckCategory = contact.bodyA.categoryBitMask
goal1Category = contact.bodyB.categoryBitMask
score++
scoreRight.text = "\(score)"
}else{
puckCategory = contact.bodyB.categoryBitMask
goal1Category = contact.bodyA.categoryBitMask
score++
scoreRight.text = "\(score)"
}
case puckCategory | goal2Category:
if contact.bodyA.categoryBitMask == puckCategory{
puckCategory = contact.bodyA.categoryBitMask
goal2Category = contact.bodyB.categoryBitMask
score++
scoreLeft.text = "\(score)"
}else{
puckCategory = contact.bodyB.categoryBitMask
goal2Category = contact.bodyA.categoryBitMask
score++
scoreLeft.text = "\(score)"
}
default:
// Nobody expects this, so satisfy the compiler and catch
// ourselves if we do something we didn't plan to
fatalError("other collision: \(contactMask)")
}
}*/
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
One issue is using a local var score = 0
at the beginning of your function. Remove it. The score should be stored in the game's model so that logic about winning can be applied but matching your code, at least do this.
if let score = Int(scoreLeft.text) {
scoreLeft.text = "\(score + 1)"
}
Additionally there is a problem with
case puckCategory | goal1Category:
if contact.bodyA.categoryBitMask == puckCategory{
puckCategory = contact.bodyA.categoryBitMask
What you are saying is if contact.bodyA.categoryBitMask
is equal to puckCategory
, then set puckCategory
to contact.bodyA.categoryBitMask
. That is a no-op, nothing changes AND more importantly you don't want to change the bit masks that your child nodes are compared against. Make puckCategory
, goal1Categoy
, and goal2Category
constants. Good luck.
Follow Up To OP Comment:
So, throw away the code in didBeginContact
that set the category mask variables for two reasons. 1) Setting variables like puckCatergory
to their same value is wasteful and confusing. 2) Since variables like puckCategory
are compared to child node bit masks, it would be disasterous if they ever did change. That function should look like this. Also be sure and add handlers for the other types of contacts before you get too far.
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case puckCategory | goal1Category:
let scoreRight = childNodeWithName(scoreRightCategoryName) as! SKLabelNode
if let score = Int(scoreRight.text) {
scoreRight.text = "\(score + 1)"
}
case puckCategory | goal2Category:
let scoreLeft = childNodeWithName(scoreLeftCategoryName) as! SKLabelNode
if let score = Int(scoreLeft.text) {
scoreLeft.text = "\(score + 1)"
}
default:
// There are other contacts that need to be handled; paddle+puck,puck+wall, etc
fatalError("other collision: \(contactMask)")
}
}