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swiftsprite-kitswift2collision-detectioncollision

didBeginContact function not being called


I've looked through all of the examples I could fine and nothing has been related to my issue. I have the SKPhysicsContactDelegate and I have added the self.physicsworld.contactDelegate = self. Ive pretty much done everything I could think of. Here is all the code to my project.

//
//  GameScene.swift
//  arrow jump
//
//  Created by Joy Cafiero on 3/29/16.
//  Copyright (c) 2016 3rd Dimension Studios inc. All rights reserved.
//

import SpriteKit

var timer = NSTimer()
var condition = 1
var arrow = SKSpriteNode()
var man = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var buttonRight = SKSpriteNode()
var buttonLeft = SKSpriteNode()
var buttonJump = SKSpriteNode()
let moveGrounRight = SKAction.moveByX(200, y: 0, duration: 1)
let repeatMoveGroundRight = SKAction.repeatActionForever(moveGrounRight)
let moveGrounLeft = SKAction.moveByX(-200, y: 0, duration: 1)
let repeatMoveGroundLeft = SKAction.repeatActionForever(moveGrounLeft)
let runningMan1 = (SKTexture (imageNamed: "running man1.png"))
let runningMan2 = (SKTexture (imageNamed: "running man2.png"))
let runningMan3 = (SKTexture (imageNamed: "running man3.png"))
let runningMan4 = (SKTexture (imageNamed: "running man4.png"))
let runningMan5 = (SKTexture (imageNamed: "running man5.png"))
let runningMan6 = (SKTexture (imageNamed: "running man6.png"))
let nuetralMan = (SKTexture (imageNamed: "running man nuetral.png"))
let jumpingMan1 = (SKTexture (imageNamed: "jumping man1"))
let jumpingMan2 = (SKTexture (imageNamed: "jumping man2"))
let jumpingMan3 = (SKTexture (imageNamed: "jumping man3"))

let animation = SKAction.animateWithTextures([ runningMan1, runningMan2,      runningMan3,  runningMan4,  runningMan5,  runningMan6], timePerFrame: 0.15)
let jumpingAnimation = SKAction.animateWithTextures([jumpingMan1, jumpingMan2,         jumpingMan3], timePerFrame: 0.1)
let nuetralAnimation = SKAction.animateWithTextures([nuetralMan], timePerFrame: 0.05)
let repeatAnimation = SKAction.repeatActionForever(animation)

let manGroup:UInt32 = 0x1 << 1
let groundGroup:UInt32 = 0x1 << 2
let arrowGroup:UInt32 = 0x1 << 3


class GameScene: SKScene, SKPhysicsContactDelegate {

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    self.physicsWorld.contactDelegate = self
    self.physicsWorld.gravity = CGVectorMake(0, -5)

    man = SKSpriteNode(texture: nuetralMan)
    man.position = CGPointMake(CGRectGetMidX(self.frame),     CGRectGetMidY(self.frame))
    man.size = CGSize(width: man.size.width * 2, height: man.size.height * 2)
    man.zPosition = 15
    man.physicsBody = SKPhysicsBody(rectangleOfSize: man.size)
    man.physicsBody?.dynamic = true
    man.physicsBody?.allowsRotation = false
    man.physicsBody?.categoryBitMask = manGroup
    man.physicsBody?.contactTestBitMask = groundGroup | arrowGroup

    self.addChild(man)

    let bgTexture = (SKTexture(imageNamed: "wild west landscape.png"))

    bg = SKSpriteNode(texture: bgTexture)
    bg.size = CGSize(width: self.frame.width, height: self.frame.height)
    bg.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 100)
    bg.zPosition = -1
    self.addChild(bg)

    let groundtexture = (SKTexture(imageNamed: "sandy ground.png"))

    ground = SKSpriteNode(texture: groundtexture)
    ground.size = CGSize(width: CGRectGetMaxX(self.frame), height: ground.size.height)
    ground.position = CGPointMake(CGRectGetMidX(self.frame), 0)
    ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.width, ground.size.height-255))
    ground.physicsBody?.dynamic = false
    ground.zPosition = 20
    ground.physicsBody?.categoryBitMask = groundGroup
    ground.physicsBody?.contactTestBitMask = manGroup


    self.addChild(ground)

    timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector("timerUpdate"), userInfo: nil, repeats: true)

    buttonRight.color = SKColor.redColor()
    buttonRight.position = CGPointMake(200, 200)
    buttonRight.size = CGSize(width: 100, height: 100)
    buttonRight.zPosition = 25

    self.addChild(buttonRight)

    buttonLeft.color = SKColor.redColor()
    buttonLeft.position = CGPointMake(100, 200)
    buttonLeft.size = CGSize(width: 100, height: 100)
    buttonLeft.zPosition = 25

    self.addChild(buttonLeft)

    buttonJump.color = SKColor.greenColor()
    buttonJump.position = CGPointMake(CGRectGetMaxX(self.frame) - 200, 200)
    buttonJump.size = CGSize(width: 100, height: 100)
    buttonJump.zPosition = 25

    self.addChild(buttonJump)


}

func timerUpdate() {
    let random = Int(arc4random_uniform(3))
    var timeIncrease:NSTimeInterval = 0
    var randomArrow = [self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65, self.frame.height / 20 + self.frame.height / 20 + self.frame.height / 20 + CGRectGetMidY(self.frame) - 65]
    timeIncrease = timeIncrease + 7
    let arrowTexture = (SKTexture(imageNamed: "arrow.png"))
    let movingArrow = SKAction.moveByX(-self.frame.size.width, y: 0, duration: 10-timeIncrease)
    let removeArrows = SKAction.removeFromParent()
    let repeatmoveArrows = SKAction.sequence([movingArrow, removeArrows])
    arrow = SKSpriteNode(texture: arrowTexture)
    arrow.size = CGSize(width: arrow.size.width, height: arrow.size.height)
    arrow.position = CGPointMake(CGRectGetMaxX(self.frame), randomArrow[random])
    arrow.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(arrowTexture.size().width - 100, arrow.size.height / 2))
    arrow.physicsBody?.dynamic = false
    arrow.zPosition = 10
    arrow.physicsBody?.categoryBitMask = arrowGroup
    arrow.physicsBody?.contactTestBitMask = manGroup
    arrow.runAction(repeatmoveArrows)

    self.addChild(arrow)

}


override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
   /* Called when a touch begins */
    for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.xScale = 1
            man.runAction(repeatMoveGroundRight, withKey: "MoveRight")
            man.runAction(repeatAnimation, withKey: "Run")
        }

        if buttonLeft.containsPoint(location) {
            man.xScale = -1
            man.runAction(repeatMoveGroundLeft, withKey: "MoveLeft")
            man.runAction(repeatAnimation, withKey: "Run")
        }

        if buttonJump.containsPoint(location) {
            if(condition == 1) {
            man.physicsBody?.velocity = CGVectorMake(0, 0)
            man.physicsBody?.applyImpulse(CGVectorMake(0, 400))
            man.runAction(jumpingAnimation)
                condition = 0
            }
        }


}
}

override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.removeActionForKey("MoveRight")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }
        if buttonLeft.containsPoint(location) {
            man.removeActionForKey("MoveLeft")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }

    }
}


override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
    for touch: AnyObject in touches {
        let location = touch.locationInNode(self)
        if buttonRight.containsPoint(location) {
            man.removeActionForKey("MoveRight")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }
        if buttonLeft.containsPoint(location) {
            man.removeActionForKey("MoveLeft")
            man.removeActionForKey("Run")
            man.texture = nuetralMan
        }

    }

    func didBeginContact(contact: SKPhysicsContact) {

        var firstBody: SKPhysicsBody
        var secondBody: SKPhysicsBody
        var thirdBody: SKPhysicsBody

        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
            firstBody = contact.bodyA
            secondBody = contact.bodyB
        } else {
            firstBody = contact.bodyB
            secondBody = contact.bodyA
        }

        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
            firstBody = contact.bodyA
            thirdBody = contact.bodyB
        } else {
            firstBody = contact.bodyB
            thirdBody = contact.bodyA
        }


        if firstBody.categoryBitMask == manGroup || secondBody.categoryBitMask == groundGroup {
            print("contact")
            condition = 1
            man.texture = nuetralMan

        }

        if firstBody.categoryBitMask == manGroup || thirdBody.categoryBitMask == arrowGroup {
            print("dead")
        }
    }


func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
}
}
}

I've tried to print things in the didBeginContact method but nothing happens. Ive spent 3 days trying to figure this out. Also all my categoryBitMasks and CollisionTestBitMask are set correctly as far as I know. Any help is VERY appreciated.


Solution

  • Your definition for didBeginContact() is buried in the touchesEnded() function. If you straighten out your bracing, it might help:

    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches {
           // for touches loop (skipped)
        }
    }  // Add this closing brace
    
        func didBeginContact(contact: SKPhysicsContact) {
            // contact body (skipped)
        }
    

    And you'll also need to delete the extra brace after update():

    // ...skipped
    
    func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
    // }  // get rid of this one
    }
    

    Hope that helps.