Here is my didBeginContact:
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
let ballWasContacted = firstBody.categoryBitMask == PhysicsCat.Ball || secondBody.categoryBitMask == PhysicsCat.Ball
let wallWasContacted = firstBody.categoryBitMask == PhysicsCat.Wall || secondBody.categoryBitMask == PhysicsCat.Wall
let wallCheckWasContacted = firstBody.categoryBitMask == PhysicsCat.wallSpace || secondBody.categoryBitMask == PhysicsCat.wallSpace
let scoreWasContacted = firstBody.categoryBitMask == PhysicsCat.Score || secondBody.categoryBitMask == PhysicsCat.Score
let boundaryWasContacted = firstBody.categoryBitMask == PhysicsCat.Boundaries || secondBody.categoryBitMask == PhysicsCat.Boundaries
if boundaryWasContacted {
print("I collided with the boundary.")
}
Here is my boundary sprite node:
let boundary = SKSpriteNode(color: SKColor.whiteColor(), size: CGSize(width: 50, height: 150))
boundary.name = "boundary"
boundary.position = CGPoint(x: self.frame.width / 1.37, y: self.frame.height / 2)
boundary.physicsBody = SKPhysicsBody(rectangleOfSize: boundary.size)
boundary.physicsBody!.categoryBitMask = PhysicsCat.Boundaries
boundary.physicsBody?.contactTestBitMask = PhysicsCat.Ball
boundary.physicsBody?.collisionBitMask = PhysicsCat.Ball
boundary.physicsBody!.dynamic = false
boundary.physicsBody!.friction = 0
boundary.physicsBody!.restitution = 1
boundary.zPosition = 5
self.addChild(boundary)
And finally here is my ball:
Ball = SKSpriteNode(imageNamed: "Ball")
Ball.size = CGSize(width: 38, height: 38)
Ball.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
Ball.physicsBody = SKPhysicsBody(circleOfRadius: Ball.frame.width / 2)
Ball.physicsBody?.categoryBitMask = PhysicsCat.Ball
Ball.physicsBody?.collisionBitMask = PhysicsCat.Wall
Ball.physicsBody?.contactTestBitMask = PhysicsCat.Wall | PhysicsCat.Score | PhysicsCat.wallSpace | PhysicsCat.Boundaries
Ball.physicsBody?.affectedByGravity = false
Ball.physicsBody?.dynamic = true
Ball.physicsBody!.allowsRotation = true
Ball.zRotation = CGFloat(M_PI)
self.addChild(Ball)
When I come in contact with the boundary, it prints "I collided with the boundary", but I go straight through it. What exactly am I missing from my code to get the actual collision to occur between the ball and boundary?
Alter you didBeginContact to do something on contact.
This question has been asked and the solution in this thread is by applying an Impluse in your didBeginContact.
Currently, you only have a print statement happening. Try adding the relevant code like in this answer.