Reputation:
I have two tanks in my game, one red and one blue.
I've set their PhysicsBody, but instead of hitting each other, they go underneath each other.
PhysicsCategory :
struct physicsCategory {
static let Bullet : UInt32 = 0x1 << 0
static let Enemy : UInt32 = 0x1 << 1
static let MainTank : UInt32 = 0x1 << 2
static let EnemyTank : UInt32 = 0x1 << 3
}
Here's the blue tank code :
MainTank = (self.childNode(withName: "tank") as? SKSpriteNode)!
MainTank.name = "blueTank"
MainTank.physicsBody?.categoryBitMask = physicsCategory.MainTank
MainTank.physicsBody?.collisionBitMask = physicsCategory.Enemy
MainTank.physicsBody?.contactTestBitMask = physicsCategory.Enemy
Red tank's:
enemyTank = SKSpriteNode(imageNamed: "tank_red")
enemyTank.size = CGSize(width: 76, height: 92)
enemyTank.name = "enemyTank"
enemyTank.zPosition = 0
enemyTank.physicsBody = SKPhysicsBody(rectangleOf: enemyTank.size)
enemyTank.physicsBody?.categoryBitMask = physicsCategory.EnemyTank
enemyTank.physicsBody?.collisionBitMask = physicsCategory.Enemy
enemyTank.physicsBody?.contactTestBitMask = physicsCategory.MainTank
enemyTank.physicsBody?.isDynamic = false
Upvotes: 1
Views: 43
Reputation: 679
Just change the line
enemyTank.physicsBody?.collisionBitMask = physicsCategory.Enemy
To
enemyTank.physicsBody?.collisionBitMask = physicsCategory.MainTank
Upvotes: 3