So I am playing around with Swift and SpriteKit. I decided to create a simple game where a character will walk to a chest of coins and get all the treasure.
I am trying to detect when the two objects contact eachother, however nothing seems to be happening.
1) I set the delegate:
SKPhysicsContactDelegate
2) Created the scene:
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
3) Created the items:
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
4) created didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
FYI, this IF if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) does not output Either the main if block or the else.
5) I created the category physics :
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
}
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
struct physicsCategory {
static let none: UInt32 = 0 //0
static let character: UInt32 = 0b1 //1
static let chests: UInt32 = 0b10 //2
static let snake: UInt32 = 0b100 //4
static let all: UInt32 = UInt32.max
}
let background = SKSpriteNode(imageNamed: "Backgrounds")
let backgroundRepeated = SKSpriteNode(imageNamed: "Backgrounds")
let chestOfCoins = SKSpriteNode(imageNamed: "chest")
let character = SKSpriteNode(imageNamed: "character")
let gameActions = NSUserDefaults.standardUserDefaults()
func addChest() {
chestOfCoins.anchorPoint = CGPointZero
chestOfCoins.size = CGSize(width: 200,height: 200)
chestOfCoins.position = CGPoint(x: self.frame.width-1, y: 300)
chestOfCoins.zPosition = 20
chestOfCoins.physicsBody = SKPhysicsBody(rectangleOfSize: chestOfCoins.size)
chestOfCoins.physicsBody?.affectedByGravity = false
chestOfCoins.physicsBody?.dynamic = false
chestOfCoins.physicsBody?.categoryBitMask = physicsCategory.chests
chestOfCoins.physicsBody?.collisionBitMask = 0
chestOfCoins.physicsBody?.contactTestBitMask = physicsCategory.character
addChild(chestOfCoins)
}
func addCharacter() {
character.anchorPoint = CGPointZero
character.position = CGPoint(x: 300, y: 300)
character.zPosition = 20
character.size = CGSize(width: 200, height: 200)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
character.physicsBody?.categoryBitMask = physicsCategory.character
character.physicsBody?.contactTestBitMask = physicsCategory.chests
character.physicsBody?.collisionBitMask = 0
addChild(character)
}
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
sceneBody.friction = 0
background.zPosition = -20
background.anchorPoint = CGPointZero
background.position = CGPointZero
backgroundRepeated.zPosition = -20
backgroundRepeated.anchorPoint = CGPointZero
backgroundRepeated.position = CGPointMake(background.size.width-1,0)
addChest()
addCharacter()
addChild(background)
addChild(backgroundRepeated)
}
func didBeginContact(contact: SKPhysicsContact) {
var contactBody1: SKPhysicsBody
var contactBody2: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
contactBody1 = contact.bodyA
contactBody2 = contact.bodyB
} else {
contactBody1 = contact.bodyB
contactBody2 = contact.bodyA
}
if((contactBody1.categoryBitMask == 1) && (contactBody2.categoryBitMask == 2)) {
print("touched")
} else {
print("not these two")
}
}
override func update(currentTime: NSTimeInterval) {
let startWalking = gameActions.boolForKey("Walking")
if (startWalking == true) {
chestOfCoins.position = CGPoint(x: chestOfCoins.position.x - 5, y: chestOfCoins.position.y)
background.position = CGPoint(x: background.position.x - 5, y: background.position.y)
backgroundRepeated.position = CGPoint(x: backgroundRepeated.position.x - 5, y: backgroundRepeated.position.y)
if (background.position.x < -background.size.width) {
background.position = CGPointMake(backgroundRepeated.position.x + backgroundRepeated.size.width, background.position.y)
}
if (backgroundRepeated.position.x < -backgroundRepeated.size.width) {
backgroundRepeated.position = CGPointMake(background.position.x + background.size.width, backgroundRepeated.position.y)
}
}
}
}
Can anyone tell me why, when the screen starts scrolling and those two items come into contact nothing happens and tell me how to fix it?
One also seems to go behind even though I set the zPosition of both to the same
Here is a pic, Don't judge about images :(
set either your chest or your other thingies property to dynamic = true
two non-dynamic physics bodies wont register contacts