I've been working on a game that has to perform a test every time my test node contacts with my check node. As these two nodes are the only nodes that will be checking for collision in the game, I decided to use this method to initiate my test.
The problem is I have been having trouble getting my collision to work when the 2 nodes physical cross.
The current code will move the test square until it reaches the check square, but right now nothing happens when they meet.
Am I missing something? any help would be grateful. thanks.
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var test:SKSpriteNode!
var testTexture = SKTexture(imageNamed: "redsquare.png")
var check:SKSpriteNode!
var checkTexture = SKTexture(imageNamed: "bluesquare.png")
var moving:SKNode!
let testCategory: UInt32 = 1 << 0
let checkCategory: UInt32 = 1 << 2
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
self.physicsWorld.contactDelegate = self
moving = SKNode()
self.addChild(moving)
//create test block
test = SKSpriteNode(texture: testTexture)
test.xScale = 0.1
test.yScale = 0.1
test.position = CGPointMake(0, self.frame.height - test.size.height)
test.physicsBody = SKPhysicsBody(rectangleOfSize: test.size)
test.physicsBody?.dynamic = false
test.physicsBody?.categoryBitMask = testCategory
test.physicsBody?.collisionBitMask = checkCategory
test.physicsBody?.contactTestBitMask = checkCategory
self.addChild(test)
//creates check block
check = SKSpriteNode(texture: checkTexture)
check.xScale = 0.1
check.yScale = 0.1
check.position = CGPointMake(self.frame.width, self.frame.height - check.size.height)
check.physicsBody = SKPhysicsBody(rectangleOfSize: check.size)
check.physicsBody?.dynamic = false
check.physicsBody?.categoryBitMask = checkCategory
check.physicsBody?.collisionBitMask = testCategory
check.physicsBody?.contactTestBitMask = testCategory
self.addChild(check)
// move action
let actionMove = SKAction.moveToX(self.frame.width, duration: 1.5)
let actionMoveDone = SKAction.moveToX(0, duration: 0)
let moveForever = SKAction.repeatActionForever(SKAction.sequence([actionMove,actionMoveDone]))
test.runAction(moveForever)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func didBeginContact(contact: SKPhysicsContact) {
// help here!
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask){
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if((firstBody.categoryBitMask & testCategory) != 0 && (secondBody.categoryBitMask & checkCategory) != 0){
println("contact!")
}
}
}