I have three nodes the world, the player and "the player vision". Both the world and the vision SKShapeNodes and my player uses a custom subclass of SKShapeNode. When I move the world all the player moves with it, however when I move the player the vision node stays fixed in it's position. What could be the reason for this?
This is my player class:
class Character : SKShapeNode {
var vision : SKShapeNode
var spinning = false
init(size: CGSize) {
vision = SKShapeNode()
// Player Shape
super.init()
self.path = SKShapeNode(rectOfSize: size).path
self.fillColor = SKColor.blackColor()
self.strokeColor = SKColor.blackColor()
self.name = "Player"
// Player Physics Body
self.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size)
self.physicsBody.restitution = 0
self.physicsBody.allowsRotation = false
self.physicsBody.categoryBitMask = ColliderType.Player.toRaw()
self.physicsBody.collisionBitMask = ColliderType.Wall.toRaw()
self.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw() | ColliderType.Player.toRaw() | ColliderType.Enemy.toRaw()
// Vision Shape
vision = SKShapeNode(rectOfSize: CGSize(width: 200, height: 1))
vision.fillColor = SKColor.greenColor()
// Vision Physics body
vision.physicsBody = SKPhysicsBody(rectangleOfSize: vision.frame.size)
vision.physicsBody.affectedByGravity = false
vision.physicsBody.categoryBitMask = ColliderType.Vision.toRaw()
vision.physicsBody.collisionBitMask = 0
vision.physicsBody.contactTestBitMask = ColliderType.Wall.toRaw()
self.addChild(vision)
}
}