Reputation: 107
I have a circle in the center of my view. Circles known as enemyBall come and collide with it. I want to detect these collisions and then remove the enemyBalls from the view.
func generateEnemyBall(){
let enemyBall = SKSpriteNode()
let randomColor = Int((arc4random_uniform(UInt32(circleTextures.count))))
enemyBall.texture = SKTexture(imageNamed: circleTextures[randomColor])
enemyBall.size = CGSize(width: mainCircle.size.width / 5, height: mainCircle.size.width / 5)
enemyBall.physicsBody = SKPhysicsBody(circleOfRadius: enemyBall.size.width / 2)
enemyBall.physicsBody?.affectedByGravity = false
let quadrant = Int(arc4random_uniform(UInt32(3)))
enemyBallForce = -CGFloat(arc4random_uniform(UInt32(100)))
switch quadrant {
case 0:
enemyBall.position = CGPoint(x: self.frame.maxX - 20, y: self.frame.maxY - 100)
self.addChild(enemyBall)
let dx = (enemyBall.position.x) - mainCircle.position.x
let dy = (enemyBall.position.y) - mainCircle.position.y
let impulse = applyImpulse(dx: dx, dy: dy)
enemyBall.physicsBody?.applyImpulse(CGVector(dx: enemyBallForce * impulse.dx, dy: enemyBallForce * impulse.dy))
break
Now what should i do.
Upvotes: 1
Views: 110
Reputation: 107
Well after digging through. This is what worked best for me, as i was generating enemyBalls randomly.
func didBegin(_ contact: SKPhysicsContact) {
contact.bodyB.node?.removeFromParent()
}
Body B as i know was going to be the enemyBall, hence i accessed it's node and then removed it. Simply using removed some of the nodes.
enemyBall.removeFromParent()
Thankyou @DeepakRastogi and @JPAquino
Upvotes: 0
Reputation: 86
I am a bit newer to swift that's why I would like to answer your question using objective C.
In didMoveToView add:
self.physicsWorld.contactDelegate = self;
add few more properties to your enemyball i.e.
enemyball.physicsBody.categoryBitMask = ballhitcategory;
enemyball.physicsBody.collisionBitMask = ballhitcategory;
enemyball.physicsBody.contactTestBitMask = ballhitcategory;
where ballhitcategory could be any unsigned constant integer value.
Then in didBeginContact delegate method:
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *body1,*body2;
body1 = contact.bodyA;
body2 = contact.bodyB;
//Do your ball removal here.
}
Upvotes: 1
Reputation: 4066
Declare the SKPhysicsContactDelegate
class GameScene: SKScene, **SKPhysicsContactDelegate** {
...
}
This delegate method gets called when there is contact:
func didBegin(_ contact: SKPhysicsContact) {
...
}
Delete node
enemyBall.removeFromParent()
Upvotes: 0