Reputation: 620
I am trying to delete an enemy after 2 shots.Here is my didBegin
func didBegin(_ contact: SKPhysicsContact) {
var body1:SKPhysicsBody
var body2:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}else{
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
//if the bullet has hit the enemy
if body2.node != nil {
spawnSplatter(spawnPosition: body2.node!.position)
body1.node?.removeFromParent()
body2.node?.removeFromParent()
}
This deletes an enemy after being hit once, can someone tell me how I can delete an enemy after 2 hits?
Upvotes: 2
Views: 115
Reputation: 35402
Usually, try to remove nodes to didBegin(_ contact:
it's not a good idea because you could have multiple contacts with nodes that become nil after the first contact and this could cause a crash.
var bulletCounter : Int = 0
var nodesToRemove = [SKNode]()
func didBegin(_ contact: SKPhysicsContact) {
var body1:SKPhysicsBody
var body2:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}else{
body1 = contact.bodyB
body2 = contact.bodyA
}
if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
//if the bullet has hit the enemy
bulletCounter += 1
nodesToRemove.append(body1.node!) // remove always the bullet
switch bulletCounter {
case 2:
nodesToRemove.append(body2.node!) // remove enemy
bulletCounter = 0
default:break
}
}
}
override func didFinishUpdate()
{
nodesToRemove.forEach(){$0.removeFromParent()}
nodesToRemove = [SKNode]()
}
This example can be useful if you have 1 enemy.
If you have more enemies you can create a bulletCounter
property to your Enemy class or store a bulletCounter
value inside the SKNode
userData
property:
Create the dictionary first:
enemy.userData = NSMutableDictionary()
enemy.userData?.setObject(0, forKey: "bulletCounter")
Get/assign your value during the game:
if let bulletCounter = self.userData?.object(forKey: "bulletCounter") {
var counter = bulletCounter as! Int
counter += 1
self.userData?.setObject(counter, forKey: "bulletCounter" as NSCopying)
}
Upvotes: 5