I have tree that is built out of a series of joints. The anchor is the base/stump of the tree. My hero is currently not able to walk through the anchor. Setting collisionBitMask = 0 isn't working for the anchor but that approach does work for the individual joint segments.
So, essentially I just want to avoid this collision. Here is the code:
//code for anchor
let chunkHolder = SKSpriteNode(imageNamed: ImageName.ChunkHolder)
chunkHolder.position = anchorPoint
chunkHolder.physicsBody = SKPhysicsBody(circleOfRadius: chunkHolder.size.width / 2)
chunkHolder.physicsBody?.isDynamic = false
chunkHolder.physicsBody?.categoryBitMask = PhysicsCategory.chunkAnchor.rawValue
chunkHolder.physicsBody?.collisionBitMask = 0
addChild(chunkHolder)
//individual tree segements where hero correctly passes through:
for i in 0..<length {
let treeSegment = SKSpriteNode(imageNamed: ImageName.ChunkTexture)
let offset = treeSegment.size.height * CGFloat(i + 1)
treeSegment.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - offset)
treeSegment.name = "tree" + String(i)
treeSegments.append(treeSegment)
addChild(treeSegment)
treeSegment.physicsBody = SKPhysicsBody(rectangleOf: treeSegment.size)
treeSegment.physicsBody?.collisionBitMask = 0
}
//joints
for i in 1..<length {
let nodeA = treeSegments[i - 1]
let nodeB = treeSegments[i]
let joint = SKPhysicsJointPin.joint(withBodyA: nodeA.physicsBody!, bodyB: nodeB.physicsBody!, anchor: CGPoint(x: nodeA.frame.midX, y: nodeA.frame.minY))
scene.physicsWorld.add(joint)
}
//for reference here is Hero's physics body:
self.physicsBody?.categoryBitMask = PhysicsCategory.hero.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.ground.rawValue
Also setting hero's collisionBitMask to 0 will not currently help because then hero will also fall through the ground / floor.