I Cannot seem to get the 2 sprites to make contact with one another, as when the app runs one of the sprites does not make contact but just goes pass it. I'm not sure whats wrong. Could someone please help me.
import SpriteKit
import GameplayKit
enum BodyType:UInt32{
case caveMan = 1
case Zombie = 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var caveMan:SKSpriteNode = SKSpriteNode ()
let swipeRightRec = UISwipeGestureRecognizer ()
var Zombie:SKSpriteNode = SKSpriteNode ()
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
swipeRightRec.addTarget(self, action: #selector (GameScene.swipedRight ))
swipeRightRec.direction = .right
self.view!.addGestureRecognizer(swipeRightRec)
if let somePlayer:SKSpriteNode = self.childNode(withName: "caveMan") as? SKSpriteNode {
caveMan = somePlayer
caveMan.physicsBody?.affectedByGravity = true
caveMan.physicsBody?.isDynamic = false
caveMan.physicsBody?.categoryBitMask = BodyType.caveMan.rawValue
caveMan.physicsBody?.collisionBitMask = BodyType.Zombie.rawValue
caveMan.physicsBody?.contactTestBitMask = BodyType.Zombie.rawValue
}
if let somePlayer:SKSpriteNode = self.childNode(withName: "Zombie") as? SKSpriteNode {
Zombie = somePlayer
Zombie.physicsBody?.affectedByGravity = false
Zombie.physicsBody?.isDynamic = false
Zombie.physicsBody?.categoryBitMask = BodyType.Zombie.rawValue
Zombie.physicsBody?.collisionBitMask = BodyType.caveMan.rawValue
Zombie.physicsBody?.contactTestBitMask = BodyType.caveMan.rawValue
}
}
@objc func swipedRight() {
print("went right")
moveDown()
}
func moveDown() {
let walkAnimation:SKAction = SKAction(named: "Running")!
let walk:SKAction = SKAction.moveBy(x: 90, y: 0, duration: 1)
let group:SKAction = SKAction.group([walkAnimation, walk])
caveMan.run(group)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
self.touchDown(atPoint: t.location(in: self))
break
}
}
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == BodyType.caveMan.rawValue && contact.bodyB.categoryBitMask == BodyType.Zombie.rawValue) {
print ("touched a Zombie")
} else if (contact.bodyB.categoryBitMask == BodyType.caveMan.rawValue && contact.bodyA.categoryBitMask == BodyType.Zombie.rawValue) {
print ("touched a Zombie")
}
}
}
See this:
caveMan.physicsBody?That means if a body exists then allow a value to be set. It is called optional binding, or short circuiting in other languages.You need to create the physics body, it is not given to you for free.
As of right now this is what your code looks like:
what you want to do is: