I have a problem in my code.
I'm creating a Game and I need to have a sprite that can appear multiple times at the same time, to do so I created a class so I can do addChild(obstacle) multiple times and it will spawn one SKSpriteNode exactly similar to another.
My problem is that I want to check collision between my player and the obstacle but because it's from the same SKSpriteNode the computer can't know of which obstacle I'm talking about.
Here's how I created the player and the obstacle:
import SpriteKit
class Obstacle: SKSpriteNode {
init() {
let obstacleTexture = SKTexture(imageNamed: "obstacle")
super.init(texture: obstacleTexture, color: UIColor.clearColor(), size: CGSize(width: 80, height: 80))
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameScene: SKScene {
var player:SKSpriteNode!
override func didMoveToView(view: SKView) {
//player setup
let playerTexture = SKTexture(imageNamed: "player")
player = SKSpriteNode(texture: playerTexture)
player.position = CGPointMake(self.frame.size.width * 0.5, self.frame.size.height * 0.2)
}
//how I spawn an obstacle
func spawnObstacle() {
let obstacle = Obstacle()
//obstacle position setup
obstacle.position.x = CGFloat(arc4random()) % self.frame.size.width
obstacle.position.y = self.frame.size.height + 200
//random spin action setup
var rotateObstacle = SKAction.rotateByAngle(CGFloat(M_PI), duration: Double((drand48() + 1) * 0.75))
if random() % 2 == 0 {
rotateObstacle = SKAction.rotateByAngle(CGFloat(M_PI), duration: Double((drand48() + 1) * 0.75))
}else{
rotateObstacle = SKAction.rotateByAngle(-CGFloat(M_PI), duration: Double((drand48() + 1) * 0.75))
}
let rotateObstacleForever = SKAction.repeatActionForever(rotateObstacle)
//random move action setup
let moveObstacle = SKAction.moveTo(CGPointMake(CGFloat(arc4random()) % self.frame.size.width, -200), duration: Double((drand48() + 1) * 1.5))
//running the actions
obstacle.runAction(rotateObstacleForever)
obstacle.runAction(moveObstacle)
addChild(obstacle)
}
}
}
How to detect when the player collide with any obstacle?
To detect collisions you could use the SpriteKit physics.
Here you have 3 elements involved to hypothetical collisions:
Advice
Set this parameter to your debug phases to see physics objects boundaries :
skView.showsPhysics = true
An example of code ( warning :- This code would be only a point to start to realize your physics, I don't know the rest of your project so your job will be to correct as you believe it's better for your objects):
enum CollisionTypes: UInt32 {
case Field = 1
case Player = 2
case Obstacle = 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0, 0) // set your gravity value
self.physicsWorld.contactDelegate = self
let fieldBody = SKPhysicsBody.init(edgeLoopFromRect: self.frame)
self.physicsBody = fieldBody
self.physicsBody!.affectedByGravity = false
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.dynamic = true
self.physicsBody!.mass = 0.8
self.physicsBody!.friction = 0
self.physicsBody!.linearDamping = 0
self.physicsBody!.angularDamping = 0
self.physicsBody!.restitution = 0
self.physicsBody!.categoryBitMask = CollisionTypes.Field.rawValue
self.physicsBody!.contactTestBitMask = CollisionTypes.Player.rawValue
// Prepare the player
player.physicsBody = SKPhysicsBody(circleOfRadius: player.frame.width/2)
player.physicsBody!.affectedByGravity = false
player.physicsBody!.restitution = 0.0
player.physicsBody!.linearDamping = 0
player.physicsBody!.friction = 0.3
player.physicsBody!.dynamic = true
player.physicsBody!.mass = 0.2
player.physicsBody!.allowsRotation = false
player.physicsBody!.categoryBitMask = CollisionTypes.Player.rawValue
player.physicsBody!.contactTestBitMask = CollisionTypes.Field.rawValue | CollisionTypes.Obstacles.rawValue
player.physicsBody!.collisionBitMask = CollisionTypes.Field.rawValue | CollisionTypes.Obstacles.rawValue
//Prepare the obstacles (you must do it in your obstacle class)
obstacle.physicsBody = SKPhysicsBody(circleOfRadius: obstacle.frame.width/2)
obstacle.physicsBody!.affectedByGravity = false
obstacle.physicsBody!.restitution = 0.0
obstacle.physicsBody!.linearDamping = 0
obstacle.physicsBody!.friction = 0.3
obstacle.physicsBody!.dynamic = true
obstacle.physicsBody!.mass = 0.8
obstacle.physicsBody!.allowsRotation = true
obstacle.physicsBody!.categoryBitMask = CollisionTypes.Obstacle.rawValue
obstacle.physicsBody!.contactTestBitMask = CollisionTypes.Player.rawValue
obstacle.physicsBody!.collisionBitMask = CollisionTypes.Player.rawValue
}
func didBeginContact(contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == CollisionTypes.Player.rawValue &&
contact.bodyB.categoryBitMask == CollisionTypes.Obstacle.rawValue) {
print("contact between Player and Obstacle")
}
if (contact.bodyA.categoryBitMask == CollisionTypes.Player.rawValue &&
contact.bodyB.categoryBitMask == CollisionTypes.Field.rawValue) {
print("contact between Player and Field")
}
}
}
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