iOS Swift SpriteKit didEndContact not working properly - ios

in my app(game) i need to detect contact with water and run action(withKey) while my Node is under water,im doing that with didBeginContact and Update method. But when i move my Node(with touches) from water im using didEndContact to detect whether Node is outof water and stop previous action(withKey) and it could be all fine but sometimes didEndContact not stoping action and do not detect (using print("EndContact")) that contact is ended.
Cheking contact between to nodes:
func didBeginContact(contact: SKPhysicsContact)
{
if let node1 = contact.bodyA.node
{
let entityNode = node1 as! Entity
entityNode.collideWith(contact.bodyB, contact: contact)
}
if let node2 = contact.bodyB.node
{
let entityNode = node2 as! Entity
entityNode.collideWith(contact.bodyA, contact: contact)
}
}
func didEndContact(contact: SKPhysicsContact)
{
if let node1 = contact.bodyA.node
{
let entityNode = node1 as! Entity
entityNode.collideEndedWith(contact.bodyB, contact: contact)
}
if let node2 = contact.bodyB.node
{
let entityNode = node2 as! Entity
entityNode.collideEndedWith(contact.bodyA, contact: contact)
}
}
Entity is subclass of SKSpriteNode, where i declare physics bitmask and so-on. I got Player class and Enemy class based on Entity. In my Player class i got functions that run some code when didBeginContact and didEndContact triggers
override func collideWith(body: SKPhysicsBody, contact: SKPhysicsContact)
{
if let enemy = body.node as? Enemy
{
contactingWater = true
self.runAction(SKAction.scaleBy(1.1, duration: 0.2), withKey: "action")
}
}
override func collideEndedWith(body: SKPhysicsBody, contact: SKPhysicsContact)
{
if let enemy = body.node as? Enemy
{
contactingWater = false
self.removeActionWithKey("action")
}
}
override func update(delta: CFTimeInterval){
}
Also i update my 'Player' on 'MainScene' in Update method. It seems to work fine but as i said sometimes didEndContact do not trigger
override func update(currentTime: NSTimeInterval)
{
if lastUpdateTime > 0
{
dt = currentTime - lastUpdateTime
} else {
dt = 0
}
lastUpdateTime = currentTime
player?.update(dt)
}
I noticed that this"sometimes" occurs
when i move Node into the water and when move back remove my finger ith stil thinks that im in contact with water. Ill be glad to any sugestion, cause im very new in programing) thx

Related

Spritekit Detecting Sprite Overlap with Collisions off

Currently I have a Swift/Spritekit app that drops a sprite from the sky, they have collisions off so they can fall through the floor, however I am trying to make a statement that will detect when the player sprite touches the sprite falling from the sky then deletes that child and adds a point to the score var.
Update: 04/29/18 2:10 CST
As of now this is what I have
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var activePlayer:SKSpriteNode! = SKSpriteNode() //Sets active character
var bg:SKSpriteNode! = SKSpriteNode()
var bananaCollected = 0 //Defines banana var
var timer: Timer?
let bananaCat : UInt32 = 0x1 << 1
let playerCat : UInt32 = 0x1 << 2
func bananaDrop() { //Defines bananaDrop
let banana = SKSpriteNode(imageNamed:"banana")
//print("- Debug: [bananaDrop] successfully initiated -")
banana.name = "banana"
//Size of banana
banana.xScale = 0.25
banana.yScale = 0.25
//Defines physics properties
let physicsBody = SKPhysicsBody(circleOfRadius: 15)
//let physicsBody = SKPhysicsBody()
//physicsBody.pinned = true //Suspend in air
physicsBody.allowsRotation = false
physicsBody.affectedByGravity = true
//physicsBody.collisionBitMask = 0
banana.physicsBody?.categoryBitMask = bananaCat
banana.physicsBody?.collisionBitMask = 0
banana.physicsBody?.contactTestBitMask = playerCat
//categoryBitMask is what the physics category of the object is
//banana.physicsBody!.categoryBitMask = playerCategory
//collisionBitMask is what the physics category of objects that this cannot pass through are...multiple categories would be typed like... `cat1 | cat2`
//banana.physicsBody!.collisionBitMask = 0
//contactTestBitMask is what the physics category of the objects that we get alerted to upon contact
//activePlayer.physicsBody!.contactTestBitMask = obstacleCategory
banana.physicsBody = physicsBody
//Starting Location Defined
var x: CGFloat = 0 //Defines X
let y: CGFloat = 400 //Defines how high up banana drops
let bananaDrop = GKShuffledDistribution(lowestValue: 1, highestValue: 11)
//Drop locations defined (relation to X)
switch bananaDrop.nextInt() {
case 1:
x = -170
case 2:
x = -160
case 3:
x = -120
case 4:
x = -80
case 5:
x = -40
case 6:
x = 0
case 7:
x = 40
case 8:
x = 80
case 9:
x = 120
case 10:
x = 160
case 11:
x = 170
default:
fatalError("Case num outside range")
}
banana.position = CGPoint(x: x, y: y)
//Adds banana
self.addChild(banana)
}
func bDropF() { //Defintes Banana Drop Final
Timer.scheduledTimer(withTimeInterval: 1, repeats: true, block: { [weak self] timer in
self?.timer = timer
self?.timerTime()
})
}
//Stop droping bananas
deinit {
self.timer?.invalidate()
}
func timerTime() {
bananaDrop()
}
override func didMove(to view: SKView) {
print("- Debug: Game Scene Loaded -")
bDropF() //Calls banana drop
if let setupBG:SKSpriteNode = self.childNode(withName: "bg") as? SKSpriteNode {
bg = setupBG
bg.name = "bg"
bg.physicsBody?.affectedByGravity = false
bg.zPosition = -1
}
func didBeginContact(_ contact: SKPhysicsContact){ //Banana Collect
if let firstNode = contact.bodyA.node as? SKSpriteNode, let secondNode = contact.bodyB.node as? SKSpriteNode {
let object1: String = firstNode.name!
let object2: String = secondNode.name!
if (object1 == "player") || (object2 == "banana") {
print("colliding!")
}
}
}
//Player Definitions
if let randoPlayer:SKSpriteNode = self.childNode(withName: "player") as? SKSpriteNode { //Test for Char type
activePlayer = randoPlayer //Char Set
activePlayer.physicsBody?.isDynamic = true //Set dynamic
activePlayer.physicsBody?.affectedByGravity = true //Set dynamic gravity
activePlayer.name = "player"
print("Player Initiated")
print("Physics set :: Dynamic(true):AffectedByGravity(true)")
} else {
print("Failed to initiate player")
}
}
func moveActivePlayerR() {//Right Touch Player Movements Defined
let walkAnimation:SKAction = SKAction(named: "WalkRight")!
let moveAction:SKAction = SKAction.moveBy(x: 100, y: 0, duration: 0.5) //Move Right Side
//let moveRight:SKAction = SKAction.group([walkAnimation, moveAction]) //Depricated
let sound = SKAction.playSoundFileNamed("walk.wav", waitForCompletion: false)
let finalWalkR:SKAction = SKAction.group([walkAnimation, moveAction, sound])
activePlayer.run(finalWalkR)
}
func moveActivePlayerL() { //Left Touch Player Movements Defined
let walkAnimation:SKAction = SKAction(named: "WalkLeft")!
let moveAction:SKAction = SKAction.moveBy(x: -100, y: 0, duration: 0.5) //Move Left Side
//let moveRight:SKAction = SKAction.group([walkAnimation, moveAction]) //Depricated
let sound = SKAction.playSoundFileNamed("walk.wav", waitForCompletion: false)
let finalWalkL:SKAction = SKAction.group([moveAction, sound, walkAnimation])
activePlayer.run(finalWalkL)
}
func touchDown(atPoint pos : CGPoint) {
print("touch \( pos.x),\(pos.y)") //Debug print
if(pos.x > 0) { //if touched right side of screen
print("Right touch")
moveActivePlayerR()
} else if (pos.x < 0) { //if touched left side of screen
print("Left touch")
moveActivePlayerL()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
self.touchDown(atPoint: t.location(in: self))
}
}
}
However even with these categories setup it still appears that I am unable to get them to collide properly. When they touch each other there is nothing in my console indicating that they have collided. Please help!
You do not have to have a collisionBitMask set in order to detect contact, you just need to set the contactTestBitMask to the category of the obstacle you want to detect the collision with. You then check for the collision in the didBegin func. Ensure that you have the SKPhysicsContactDelegate set on your scene.
class GameScene: SKScene, SKPhysicsContactDelegate
self.physicsWorld.contactDelegate = self
when setting up your objects
//categoryBitMask is what the physics category of the object is
object.physicsBody!.categoryBitMask = playerCategory
//collisionBitMask is what the physics category of objects that this cannot pass through are...multiple categories would be typed like... `cat1 | cat2`
object.physicsBody!.collisionBitMask = 0
//contactTestBitMask is what the physics category of the objects that we get alerted to upon contact
object.physicsBody!.contactTestBitMask = obstacleCategory
the didBegin func in your scene
func didBeginContact(_ contact: SKPhysicsContact) {
if let firstNode = contact.bodyA.node as? SKSpriteNode, let secondNode = contact.bodyB.node as? SKSpriteNode {
let object1: String = firstNode.name!
let object2: String = secondNode.name!
if (object1 == "obstacle") || (object2 == "obstacle") {
//run some code because these 2 have collided
}
}
}
...or...
func didBeginContact(_ contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == PhysicsCategory.obstacleCategory || contact.bodyB.categoryBitMask == PhysicsCategory.obstacleCategory {
//obstacle has hit player do something
}
}

swift spritekit how to run an action with a specified duration?

I'm trying to make my player change image once it detects collision with one of my game items and changes back after 0.3 seconds however, I dont know how to set the 0.3 duration for my image change? Currently the image changes in a flash
Here's my code:
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if firstBody.node?.name == "Player" && secondBody.node?.name == "Poop" {
let sound = SKAction.playSoundFileNamed("coinsound", waitForCompletion: false)
run(sound)
score += 1
// Changes's player image to Poop once it collides with "Poop"
let poopImage = SKTexture(imageNamed: "Poop")
let action = SKAction.setTexture(poopImage)
firstBody.node?.run(action)
scoreLabel?.text = String(score)
secondBody.node?.removeFromParent()
}
}
// Changes player's image back to what it was once it starts moving
private func managePlayer(){
if canMove{
player?.move(left: moveLeft)
player?.texture = SKTexture(imageNamed:"Player")
}
}
Thank you for your help in advance
Inside didBegin(_ contact) put your actions in a sequence like this
let sequence = SKAction.sequence([firstTextureChangeAction, SKAction.wait(forDuration:0.3), secondTextureChangeAction])
firstBody.node?.run(sequence)

SpriteKit reference nodes from level editor

I'm using the scene editor in SpriteKit to place color sprites and assign them textures using the Attributes Inspector. My problem is trying to figure out how to reference those sprites from my GameScene file. For example, I'd like to know when a sprite is a certain distance from my main character.
Edit - code added
I'm adding the code because for some reason, appzYourLife's answer worked great in a simple test project, but not in my code. I was able to use Ron Myschuk's answer which I also included in the code below for reference. (Though, as I look at it now I think the array of tuples was overkill on my part.) As you can see, I have a Satellite class with some simple animations. There's a LevelManager class that replaces the nodes from the scene editor with the correct objects. And finally, everything gets added to the world node in GameScene.swift.
Satellite Class
func spawn(parentNode:SKNode, position: CGPoint, size: CGSize = CGSize(width: 50, height: 50)) {
parentNode.addChild(self)
createAnimations()
self.size = size
self.position = position
self.name = "satellite"
self.runAction(satAnimation)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = PhysicsCategory.satellite.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.laser.rawValue
self.physicsBody?.collisionBitMask = 0
}
func createAnimations() {
let flyFrames:[SKTexture] = [textureAtlas.textureNamed("sat1.png"),
textureAtlas.textureNamed("sat2.png")]
let flyAction = SKAction.animateWithTextures(flyFrames, timePerFrame: 0.14)
satAnimation = SKAction.repeatActionForever(flyAction)
let warningFrames:[SKTexture] = [textureAtlas.textureNamed("sat8.png"),
textureAtlas.textureNamed("sat1.png")]
let warningAction = SKAction.animateWithTextures(warningFrames, timePerFrame: 0.14)
warningAnimation = SKAction.repeatActionForever(warningAction)
}
func warning() {
self.runAction(warningAnimation)
}
Level Manager Class
import SpriteKit
class LevelManager
{
let levelNames:[String] = ["Level1"]
var levels:[SKNode] = []
init()
{
for levelFileName in levelNames {
let level = SKNode()
if let levelScene = SKScene(fileNamed: levelFileName) {
for node in levelScene.children {
switch node.name! {
case "satellite":
let satellite = Satellite()
satellite.spawn(level, position: node.position)
default: print("Name error: \(node.name)")
}
}
}
levels.append(level)
}
}
func addLevelsToWorld(world: SKNode)
{
for index in 0...levels.count - 1 {
levels[index].position = CGPoint(x: -2000, y: index * 1000)
world.addChild(levels[index])
}
}
}
GameScene.swift - didMoveToView
world = SKNode()
world.name = "world"
addChild(world)
physicsWorld.contactDelegate = self
levelManager.addLevelsToWorld(self.world)
levelManager.levels[0].position = CGPoint(x:0, y: 0)
//This does not find the satellite nodes
let satellites = children.flatMap { $0 as? Satellite }
//This does work
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "satellite") {
self.satTuple.0 = node.position
self.satTuple.1 = (node as? SKSpriteNode)!
self.currentSatellite.append(self.satTuple)
}
}
The Obstacle class
First of all you should create an Obstacle class like this.
class Obstacle: SKSpriteNode { }
Now into the scene editor associate the Obstacle class to your obstacles images
The Player class
Do the same for Player, create a class
class Player: SKSpriteNode { }
and associate it to your player sprite.
Checking for collisions
Now into GameScene.swift change the updated method like this
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
let obstacleNearSprite = obstacles.contains { (obstacle) -> Bool in
let distance = hypotf(Float(player.position.x) - Float(obstacle.position.x), Float(player.position.y) - Float(obstacle.position.y))
return distance < 100
}
if obstacleNearSprite {
print("Oh boy!")
}
}
What does it do?
The first line retrieves all your obstacles into the scene.
the second line retrieves the player (and does crash if it's not present).
Next it put into the obstacleNearSprite constant the true value if there is at least one Obstacle at no more then 100 points from Player.
And finally use the obstacleNearSprite to print something.
Optimizations
The updated method gets called 60 times per second. We put these 2 lines into it
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
in order to retrieves the sprites we need. With the modern hardware it is not a problem but you should save references to Obstacle and Player instead then searching for them in every frame.
Build a nice game ;)
you will have to loop through the children of the scene and assign them to local objects to use in your code
assuming your objects in your SKS file were named Obstacle1, Obstacle2, Obstacle3
Once in local objects you can check and do whatever you want with them
let obstacle1 = SKSpriteNode()
let obstacle2 = SKSpriteNode()
let obstacle3 = SKSpriteNode()
let obstacle3Location = CGPointZero
func setUpScene() {
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "Obstacle1") {
self.obstacle1 = node
}
else if (node.name == "Obstacle2") {
self.obstacle2 = node
}
else if (node.name == "Obstacle3") {
self.obstacle3Location = node.position
}
}
}

Collisions between sprites in SpriteKit

I'm making a game in XCode using SpriteKit. The game has a player and different types of projectiles that he has to avoid. When the player collides with the projectiles, the score changes and the projectile disappears. However, when two projectiles collide, they kind of bounce away.
I want to make that every time two projectiles collide, they act like nothing happened and they keep going in their original path. What should I do?
*Note: This is not the whole code, it's just what matters.
import SpriteKit
struct Physics {
static let player : UInt32 = 1
static let missileOne : UInt32 = 2
static let missileTwo : UInt32 = 3
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var player = SKSpriteNode(imageNamed: "p1.png")
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
player.position = CGPointMake(self.size.width/2, self.size.height/5)
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.dynamic = false
player.physicsBody?.categoryBitMask = Physics.player
player.physicsBody?.collisionBitMask = Physics.missileOne
player.physicsBody?.collisionBitMask = Physics.missileTwo
var missileOneTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("SpawnMissileOne"), userInfo: nil, repeats: true)
var missileTwoTimer = NSTimer.scheduledTimerWithTimeInterval(1.2, target: self, selector: Selector("SpawnMissileTwo"), userInfo: nil, repeats: true)
self.addChild(player)
}
//When contact happens
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody = contact.bodyA
var secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == Physics.player) && (secondBody.categoryBitMask == Physics.missileOne)) {
CollisionWithMissileOne(firstBody.node as SKSpriteNode, missileOne: secondBody.node as SKSpriteNode)
} else if ((firstBody.categoryBitMask == Physics.player) && (secondBody.categoryBitMask == Physics.missileTwo)){
CollisionWithMissileTwo(firstBody.node as SKSpriteNode, missileTwo: secondBody.node as SKSpriteNode)
} else if ((firstBody.categoryBitMask == Physics.missileOne)&&(secondBody.categoryBitMask == Physics.missileTwo)) {
CollisionBetweenMissiles(firstBody.node as SKSpriteNode, missileTwo: secondBody.node as SKSpriteNode)
}
}
//For Player and MissileOne
func CollisionWithMissileOne(player: SKSpriteNode, missileOne: SKSpriteNode) {
missileOne.removeFromParent()
}
//For Player and MissileTwo
func CollisionWithMissileOne(player: SKSpriteNode, missileTwo: SKSpriteNode) {
missileTwo.removeFromParent()
}
//For MissileOne and MissileTwo
func CollisionBetweenMissiles(missileOne: SKSpriteNode, missileTwo: SKSpriteNode) {
???WHAT SHOULD I CODE HERE???
}
}
The confusion is that the collisionBitMask is used to define which physicsBodies that interacts in the physicsModel. What you really want is contactTestBitmask.
Also your Physics doesn't return proper values to use for a Bit Mask. As pure Ints they should be 1,2,4,8 etc.
Here is your code changed to something that (hopefully) works, I've commented changes wherever I've made them.
struct Physics {
static let player : UInt32 = 1
static let missileOne : UInt32 = 2
static let missileTwo : UInt32 = 4 // to work properly as bit masks
}
This change is necessary if you want to check for contact with more than one type of physicsBody.categoryBitMask. Check out the player.physicsBody?.contactTestBitMask = ... in didMoveToView:
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
// All your existing player-stuff is fine until...
// contactTest, not collision but contact, also: use bitwise OR
player.physicsBody?.contactTestBitMask = Physics.missileOne | Physics.missileTwo
self.addChild(player)
// It is not recommended to use NSTimer for SpriteKit, use SKActions instead
let missileOneWait = SKAction.waitForDuration(1)
let callSpawnOneAction = SKAction.runBlock({ self.spawnMissileOne() })
let missileOneRepeat = SKAction.repeatActionForever(SKAction.sequence([missileOneWait, callSpawnOneAction]))
runAction(missileOneRepeat)
let missileTwoWait = SKAction.waitForDuration(1.2)
let callSpawnTwoAction = SKAction.runBlock({ self.spawnMissileTwo() })
let missileTwoRepeat = SKAction.repeatActionForever(SKAction.sequence([missileTwoWait, callSpawnTwoAction]))
runAction(missileTwoRepeat)
}
Pretty much rewritten didBeginContact to something I believe reads and scales a lot better:
func didBeginContact(contact: SKPhysicsContact) {
var firstBody = contact.bodyA
var secondBody = contact.bodyB
// Rewritten with dynamic variables
var playerNode : SKSpriteNode? {
if firstBody.categoryBitMask == Physics.player {
return firstBody.node as? SKSpriteNode
} else if secondBody.categoryBitMask == Physics.player {
return secondBody.node as? SKSpriteNode
}
return nil
}
// If you want to handle contact between missiles you need to split this
// into two different variables
var missileNode : SKSpriteNode? {
let bitmask1 = firstBody.categoryBitMask
let bitmask2 = secondBody.categoryBitMask
if bitmask1 == Physics.missileOne || bitmask1 == Physics.missileTwo {
return firstBody.node as? SKSpriteNode
} else if bitmask2 == Physics.missileOne || bitmask2 == Physics.missileTwo {
return secondBody.node as? SKSpriteNode
}
return nil
}
if playerNode != nil {
collisionBetweenPlayer(playerNode, missile: missileNode)
}
}
Then you'll only need one function for contact between missile and player:
func collisionBetweenPlayer(player: SKSpriteNode?, missile: SKSpriteNode?) {
missile?.removeFromParent()
}

When projectile hits two "monsters" the didBeginContact method crashes. I know why but i don't know how to avoid it

So I have this code from the tutorial:
func didBeginContact(contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody?
var secondBody: SKPhysicsBody?
var body: SKPhysicsBody
//contact.bodyB.node!.physicsBody!.allContactedBodies().count
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
println("1 = A, 2 = B")
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
println("2 = A, 1 = B")
}
// 2
if ((firstBody!.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody!.categoryBitMask & PhysicsCategory.Projectile != 0)) {
for var c = 1; c <= contact.bodyB.node!.physicsBody!.allContactedBodies().count; c++ {
projectileDidCollideWithMonster(firstBody!.node as! SKSpriteNode, monster: secondBody!.node as! SKSpriteNode)
}
secondBody!.node?.removeFromParent()
}
}
func projectileDidCollideWithMonster(projectile:SKSpriteNode, monster:SKSpriteNode) {
println("Hit")
changeScore(1)
changeAmo(true)
projectile.removeFromParent()
monster.removeFromParent()
}
Then what is happening is that a projectile sometimes hit TWO monsters at once.
When this happens - didBeginContact method crashes saying that secondBody is nil.
After a thorough research I found out the reason:
when projectile collides with two other nodes at once - this method runs two times. After the first run - if gets bodyA as projectile, bodyB as a monster - passes them on to projectileDidCollideWithMonster and it removes them both. then it runs immediately again but at that moment projectile doesn't exist anymore and it crashes not able to assign it's node.
I have no idea how to overcome this:( any suggestions, please?
SOLUTION: Thanks to ideas below i did some changes.
added and array and a trigger at the top of the class:
var bodiesToBeRemoved = [SKSpriteNode]()
var shouldRemoveBodies = false
and did these modifications:
func projectileDidCollideWithMonster(projectile:SKSpriteNode, monster:SKSpriteNode) {
/* Called when collisions is detected and collided nodes are passed to it */
//score and stuff
println("Hit")
changeScore(1)
changeAmo(true)
//collect the nodes to be removed
bodiesToBeRemoved.append(projectile)
bodiesToBeRemoved.append(monster)
//change the trigger to remove collected nodes later on
shouldRemoveBodies=true
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
//check the trigger
if shouldRemoveBodies == true {
println("\(bodiesToBeRemoved.count)")
//remove collected nodes
for var i = 0; i<bodiesToBeRemoved.count; i++ {
bodiesToBeRemoved[i].removeFromParent()
}
//reset array
bodiesToBeRemoved.removeAll(keepCapacity: false)
//reset the trigger
shouldRemoveBodies = false
} else {
//do nothing:)
}
}
Instead of removing your projectile immediately, just mark it for removal (e.g. by setting a boolean flag, or adding it to some collection if it's not already in the collection). Then later, before the next physics check (e.g. at the end of this frame), go through and remove all projectiles marked for removal.
Just check it's nil or not better than check every nodes's mark.
func removeNodeFromPhysicsBody(ps: SKPhysicsBody){
if (ps.node != nil){
ps.node?.removeFromParent()
}
}
func wallDidCollideWithMeteor(wall:SKPhysicsBody, meteor:SKPhysicsBody) {
removeNodeFromPhysicsBody(wall)
removeNodeFromPhysicsBody(meteor)
}

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