Reputation: 205
I've created an app which has a constant flow of 'stone' nodes falling from the sky, in two different sizes. The player controls a third stone object and gets points depending on which of the two falling stone types is collected. Finally, a beam object functions as a moving ground. So far, I've added collision detection in my app, which detects the collisions between the different stones and the beam. This is my collision code:
static const uint32_t stoneCategory = 1;
static const uint32_t beamCategory = 2;
static const uint32_t stoneCategory2 = 4;
and
-(void)didBeginContact:(SKPhysicsContact *)contact{
SKPhysicsBody *firstBody;
SKPhysicsBody *secondBody;
CGPoint contactPoint = contact.contactPoint;
float contact_x = contactPoint.x;
float contact_y = contactPoint.y;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
// First condition: make big stone stick to moving beams
if ((firstBody.categoryBitMask & stoneCategory) != 0)
{
SKPhysicsJointFixed *joint =
[SKPhysicsJointFixed jointWithBodyA:contact.bodyA
bodyB:contact.bodyB
anchor:CGPointMake(contact_x, contact_y)];
[self.physicsWorld addJoint:joint];
}
// Second condition: remove small stone on collision with big stone
if ((firstBody.categoryBitMask & stoneCategory) != 0 &&
(secondBody.categoryBitMask & stoneCategory2) != 0)
{
NSLog(@"Hit");
[self enumerateChildNodesWithName:@"stone" usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];
}
This works perfectly as expected. When the big stone hits a beam object, it sticks to it and moves along with it. Also, when the big stone and small stone collide, the small stone is removed from the scene. However: although I understand that this is exactly what my code should do since it points to my stone method (called 'stone'), on collision between the stones, I only want that one specific small stone to be removed, and NOT all the small stones visible on the scene that moment.
I can't figure out how to make this happen. To recap: how can I remove one specific node, rather than removing it's entire method? Hope that my question is clear, I'd be happy to provide any more details if needed.
My stone method:
-(void) addStone
{
SKSpriteNode *stone = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(12, 12)];
stone.position = CGPointMake(skRand(0, self.size.width), self.size.height+12);
stone.name = @"stone";
stone.physicsBody.categoryBitMask = stoneCategory2;
stone.physicsBody.contactTestBitMask = stoneCategory;
stone.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:stone.size];
stone.physicsBody.usesPreciseCollisionDetection = YES;
[self addChild:stone];
}
And in my createSceneContents
SKAction *makeStone= [SKAction sequence:@[
[SKAction performSelector:@selector(addStone) onTarget:self],
[SKAction waitForDuration:0.30 withRange:0.25]
]];
[self runAction:[SKAction repeatActionForever:makeStone]];
The above is my small stone method. For the big one, I use a comparable method but with other names to it.
Upvotes: 3
Views: 4862
Reputation: 1342
Try this single line of code
[self enumerateChildNodesWithName:@"stone" usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];
Upvotes: 1
Reputation: 701
the reason behind it 1)sprite draw new objects at z order and collision also happen the order your drawing then
so when you remove a small stone at first time and recreate it changes its body from A to B
just check the specific body type on contact code below
if(([contact.bodyA.node.name isEqualToString:@"bigstone"] && [contact.bodyB.node.name isEqualToString:@"smallstone"] ) || ([contact.bodyA.node.name isEqualToString:@"smallstone"] && [contact.bodyB.node.name isEqualToString:@"bigstone"]) )
{
if([contact.bodyA.node.name isEqualToString:@"smallstone"] )
{
[contact.bodyA.node removeFromParent];
}else{
[contact.bodyB.node removeFromParent];
}
}
Upvotes: 4
Reputation: 32449
if ((firstBody.categoryBitMask & stoneCategory) != 0 &&
(secondBody.categoryBitMask & stoneCategory2) != 0)
{
NSLog(@"Hit");
[secondBody.node removeFromParent];
}
Upvotes: 0