Reputation: 41
Before hand, I'm a beginner iOS and coding in general. I'm using Sprite Kit and swift in the following code. Im having trouble understanding how SKPhysicsContactDelegate works. in the following code i have two objects "Ball" and "whiteBall" so what i want to do is every time "Ball" collides with "whitewall" to count +1. i have no clue how to do it. Please help! Thank you!
class Game: SKScene, SKPhysicsContactDelegate {
let Ball = SKSpriteNode(imageNamed: "Red.png")
var QuitOption = SKLabelNode()
var ScoreLabel = SKLabelNode()
var timesecond = Int(60)
var locked = false
var loseOption = SKLabelNode()
var scorePoints = SKLabelNode()
var score = Int()
let whiteBall = SKSpriteNode(imageNamed: "whiteDot")
struct PhysicsCategory {
static let whiteBall: UInt32 = 1 << 0
static let Ball: UInt32 = 1 << 1
}
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor() // background for the display
self.physicsWorld.gravity = CGVectorMake(0, -9.8)
self.physicsWorld.contactDelegate = self
let SceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
SceneBody.friction = 0
self.physicsBody = SceneBody
scorePoints = SKLabelNode(fontNamed: "Noteworthy-Light")
scorePoints.text = "0"
scorePoints.fontColor = SKColor.darkGrayColor()
scorePoints.fontSize = 35
scorePoints.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*1 - 120)
scorePoints.hidden = true
scorePoints.name = "Points"
addChild(scorePoints)
Ball.size = CGSize(width: 82, height: 82)
Ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.1 - 60)
Ball.physicsBody = SKPhysicsBody(circleOfRadius: 42)
Ball.physicsBody?.affectedByGravity = true
Ball.physicsBody?.density = 10
Ball.physicsBody?.restitution = 0.1
Ball.physicsBody?.linearDamping = 0
Ball.name = "Ball"
Ball.physicsBody?.usesPreciseCollisionDetection = true
Ball.physicsBody?.categoryBitMask = PhysicsCategory.whiteBall
Ball.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
Ball.physicsBody?.collisionBitMask = PhysicsCategory.Ball
self.addChild(Ball)
QuitOption.text = "Quit"
QuitOption.fontName = "Noteworthy-Light"
QuitOption.fontColor = SKColor.purpleColor()
QuitOption.fontSize = 35
QuitOption.position = CGPoint(x: self.frame.size.width/2 - 160, y: self.frame.size.height*1 - 110)
QuitOption.name = "Quit"
addChild(QuitOption)
ScoreLabel = SKLabelNode(fontNamed: "Noteworthy-Light")
ScoreLabel.fontColor = SKColor.redColor()
ScoreLabel.fontSize = 35 // The + will move it to the right side and - to the left side for more accuracy.
ScoreLabel.position = CGPoint(x: self.frame.size.width/2 + 160, y: self.frame.size.height/1 - 115) // position of ScoreLabelNode
ScoreLabel.name = "Score+"
ScoreLabel.hidden = false
self.addChild(ScoreLabel)
whiteBall.size = CGSize(width: 55, height: 55)
whiteBall.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.8 - 30)
whiteBall.name = "whiteBall"
whiteBall.physicsBody = SKPhysicsBody(circleOfRadius: 17)
whiteBall.physicsBody?.dynamic = false
whiteBall.physicsBody?.restitution = 0.1
whiteBall.physicsBody?.usesPreciseCollisionDetection = true
whiteBall.physicsBody?.categoryBitMask = PhysicsCategory.Ball
whiteBall.physicsBody?.contactTestBitMask = PhysicsCategory.whiteBall
whiteBall.physicsBody?.collisionBitMask = PhysicsCategory.whiteBall
self.addChild(whiteBall)
}
// Making the ball jump after user touches ball
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var touch = touches.first as! UITouch
var location = touch.locationInNode(self)
var node = self.nodeAtPoint(location)
if (node.name == "Quit"){
let myScene = GameScene(size: self.size)
myScene.scaleMode = scaleMode
let reveal = SKTransition.fadeWithDuration(1)
self.view?.presentScene(myScene, transition: reveal)
}
if (node.name == "Ball"){
for touch: AnyObject in touches {
Ball.physicsBody?.allowsRotation = true
Ball.physicsBody?.velocity = CGVectorMake(0, 0)
Ball.physicsBody?.applyImpulse(CGVectorMake(0, 650))
}
}
if(!self.locked){
self.locked = true
var actionrun = SKAction.waitForDuration(0.5)
var actionwait = SKAction.runBlock({
self.timesecond--
if self.timesecond == 60 {self.timesecond = 0}
self.ScoreLabel.text = "\(self.timesecond)"
if (self.timesecond == 0){
let myScene = WT(size: self.size)
myScene.scaleMode = self.scaleMode
let reveal = SKTransition.fadeWithDuration(1)
self.view?.presentScene(myScene, transition: reveal)
}
})
let loopAction = SKAction.repeatAction(SKAction.sequence([actionwait, actionrun]), count: 60)
ScoreLabel.runAction(loopAction, withKey: "scoreAction")
}
}
func didBeginContact(contact: SKPhysicsContact) {
}
}
Upvotes: 0
Views: 102
Reputation: 585
try this
func didBeginContact(contact: SKPhysicsContact) {
let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == PhysicsCategory.Ball | PhysicsCategory.whiteBall {
score++
scoreLabel.text = "Score: \(score)"
}
}
Upvotes: 0
Reputation: 1443
Add an "if" statement in the didBeginContact
method to detect between ball
and whiteBall
:
if ((//name of the first body == "Ball" || //name of the second body == "Ball") && (// name of the first body == "whiteBall" || //name of the second body == "whiteBall") {
//code to handle this collision
score++;
ScoreLabel.text = score;
}
I forget the handler to get the names of the first and second nodes that collide. Replace the comment blocks to handle it.
As a hint to get the names of both objects: the contact
parameter of the didBeginContact
, an SKPhysicsContact
, has properties to get the first colliding node and the second colliding node.
Upvotes: 0