Simplifying collision and player death in SpriteKit - ios

I want to add a bunch of different rocks and other dangerous objects that the player can collide with and die. How would I do this effectively? Now if I would copy paste these functions, it would surely work. But it seems like a huge amount of unnecessary code.
Sidenote: I'm very new to xcode, swift 2 & Sprite-kit.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCategory.Rock) && (secondBody.categoryBitMask == PhysicsCategory.Bullet) || (firstBody.categoryBitMask == PhysicsCategory.Bullet) && (secondBody.categoryBitMask == PhysicsCategory.Rock)) {
CollisionWithBullet(firstBody.node as! SKSpriteNode, Bullet: secondBody.node as! SKSpriteNode)
}
if ((firstBody.categoryBitMask == PhysicsCategory.Rock) && (secondBody.categoryBitMask == PhysicsCategory.Player) || (firstBody.categoryBitMask == PhysicsCategory.Player) && (secondBody.categoryBitMask == PhysicsCategory.Rock)) {
CollisionWithPlayer(firstBody.node as! SKSpriteNode, Player: secondBody.node as! SKSpriteNode)
}
}
func CollisionWithPlayer(Rock: SKSpriteNode, Player: SKSpriteNode){
let ScoreDefault = NSUserDefaults.standardUserDefaults()
ScoreDefault.setValue(Score, forKey: "Score")
ScoreDefault.synchronize()
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
if (HighscoreDefault.valueForKey("Highscore") != nil){
Highscore = HighscoreDefault.valueForKey("Highscore") as! NSInteger
} else {
Highscore = 0
}
if (Score > Highscore){
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
HighscoreDefault.setValue(Score, forKey: "Highscore")
}
self.view?.presentScene(EndScene())
ScoreLabel.removeFromSuperview()
}

So what you're likely looking for here is the bitwise OR operator and the bitwise AND operator.
With SpriteKit, physicsBodies can have multiple categories assigned to them. For instance, if we have the following categories set up:
enum CollisionCategories : UInt32 {
case Player = 1
case Enemy = 2
case Rock = 4
case Bullet = 8
}
we can set up the player category and contact bitmasks as follows:
let player = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 50, height: 50))
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size)
player.physicsBody?.categoryBitMask = CollisionCategories.Player.rawValue
player.physicsBody?.contactTestBitMask = CollisionCategories.Enemy.rawValue
and two enemy category and contact bitmasks as follows:
let rockEnemy = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 25, height: 25))
rockEnemy.physicsBody = SKPhysicsBody(rectangleOfSize: rockEnemy.size)
rockEnemy.physicsBody?.categoryBitMask = CollisionCategories.Enemy.rawValue | CollisionCategories.Rock.rawValue
rockEnemy.physicsBody?.contactTestBitMask = CollisionCategories.Player.rawValue
let bulletEnemy = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 25, height: 25))
bulletEnemy.physicsBody = SKPhysicsBody(rectangleOfSize: bulletEnemy.size)
bulletEnemy.physicsBody?.categoryBitMask = CollisionCategories.Enemy.rawValue | CollisionCategories.Bullet.rawValue
bulletEnemy.physicsBody?.contactTestBitMask = CollisionCategories.Player.rawValue
Notice that on setting the category bitmasks, I am using the bitwise OR operator ('|'). This is a nice way of setting the bitmasks to two different categories at the same time. This way, a sprite can be both a rock and an enemy or a bullet and an enemy, etc.
See the image below for an idea of what is happening bitwise under the hood.
In our contact detection function, we can use the bitwise AND operator ('&') to see if our contact possesses a certain category.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if (firstBody.categoryBitMask & CollisionCategories.Player.rawValue == CollisionCategories.Player.rawValue &&
secondBody.categoryBitMask & CollisionCategories.Enemy.rawValue == CollisionCategories.Enemy.rawValue) {
print("The collision was between the Player and an Enemy")
}
else if (firstBody.categoryBitMask & CollisionCategories.Enemy.rawValue == CollisionCategories.Enemy.rawValue &&
secondBody.categoryBitMask & CollisionCategories.Player.rawValue == CollisionCategories.Player.rawValue) {
print("The collision was between the Player and an Enemy")
}
}
This way, you can have enemies with multiple categories, but you can always do one check to see if a node is in fact an enemy, regardless of what other categories they might possess.

Related

spriteKit collision not working

Not sure which part is the problem. I'm doing a spriteKit shooter game and the collision isn't working. The spaceships are not being destroyed.
It must have to do with the collision somewhere...
The projectiles are just moving the enemy over slightly but not destroying them.
struct physicsCategory {
static let player : UInt32 = 1
static let enemy : UInt32 = 2
static let projectile : UInt32 = 3
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == physicsCategory.projectile) && (secondBody.categoryBitMask == physicsCategory.enemy) || (firstBody.categoryBitMask == physicsCategory.enemy) && (secondBody.categoryBitMask == physicsCategory.projectile)) {
projectileCollision(enemyTemp: firstBody.node as! SKSpriteNode, projectileTemp: secondBody.node as! SKSpriteNode)
}
if ((firstBody.categoryBitMask == physicsCategory.enemy) && (secondBody.categoryBitMask == physicsCategory.player) || (firstBody.categoryBitMask == physicsCategory.player) && (secondBody.categoryBitMask == physicsCategory.enemy)) {
enemyPlayerCollision(enemyTemp: firstBody.node as! SKSpriteNode, playerTemp: secondBody.node as! SKSpriteNode)
}
}
///////////
func projectileCollision(enemyTemp: SKSpriteNode, projectileTemp: SKSpriteNode){
enemy.removeFromParent()
projectile.removeFromParent()
score = score + 1
updateScore()
}
////////////
func enemyPlayerCollision(enemyTemp: SKSpriteNode, playerTemp: SKSpriteNode) {
mainLabel.fontSize = 50
mainLabel.alpha = 1.0
mainLabel.text = "Game Over"
player.removeFromParent()
isAlive = false
waitThenMoveToTiltleScreen()
}
Your first issue is static let projectile : UInt32 = 3
If you want to declare a unique bitMasks, it needs to be in a power of 2 (2^0,2^1,2^2,..etc)
What 3 really means, is your projectile is both a player and an enemy ( 1 = 2^0, 2 = 2^1)
Your second issue is your logic
let f = firstBody.categoryBitMask
let s = secondbody.categoryBitmask
let p = physicsCategory.projectile
let x = physicsCategory.player
let e = physicsCategory.enemy
This is your projectile if statements:
if ((f == p) && (s == e) || (f == e) && (s == p)) {
projectileCollision(enemyTemp: firstBody.node as! SKSpriteNode, projectileTemp: secondBody.node as! SKSpriteNode)
}
In your if statement, you are saying either first or second could be the enemy, but in your projectile collision method, you are claiming that first body is always the enemy, and second body is always the projectile.
You need to handle the condition where your first body is projectile, and your second body is enemy, because chances are, your projectile will move into enemy, so it would be the first body.
thanks ( sorry I'm fairly new to spriteKit) I'm nearly there I think as I've written this code below and it worked better.
just with one small problem! some of the projectiles just go through the enemys.and only some destroy.
func didBegin(_ contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == physicsCategory.enemy) && (secondBody.categoryBitMask == physicsCategory.projectile) || (firstBody.categoryBitMask == physicsCategory.projectile) && (secondBody.categoryBitMask == physicsCategory.enemy)) {
projectileCollision(enemy: firstBody.node as! SKSpriteNode, projectile: secondBody.node as! SKSpriteNode)
}
else if ((firstBody.categoryBitMask == physicsCategory.enemy) && (secondBody.categoryBitMask == physicsCategory.player) || (firstBody.categoryBitMask == physicsCategory.player) && (secondBody.categoryBitMask == physicsCategory.enemy)) {
enemyPlayerCollision(enemy: firstBody.node as! SKSpriteNode, person: secondBody.node as! SKSpriteNode)
}
}
///////////
func projectileCollision(enemy: SKSpriteNode, projectile: SKSpriteNode){
enemy.removeFromParent()
projectile.removeFromParent()
score = score + 1
updateScore()
}
////////////
func enemyPlayerCollision(enemy: SKSpriteNode, person: SKSpriteNode) {
mainLabel.fontSize = 50
mainLabel.alpha = 1.0
mainLabel.text = "Game Over"
person.removeFromParent()
enemy.removeFromParent()
isAlive = false
waitThenMoveToTiltleScreen()
}

Sprite Kit Contact Detection

Basically I have the ground, the player (raymond), and coins.
When the player touches the ground nothing should happen, game continues as normal. When the player comes in contact with the coin, I want it to print to console "coin contact with player".
enum ColliderType: UInt32 {
case Raymond = 1
case Object = 2
case Coin = 3
}
Raymonds physics
raymond.physicsBody = SKPhysicsBody(circleOfRadius: raymondTexture.size().height/2)
raymond.physicsBody!.dynamic = true
raymond.physicsBody!.categoryBitMask = ColliderType.Raymond.rawValue
raymond.physicsBody?.contactTestBitMask = ColliderType.Object.rawValue
raymond.physicsBody?.collisionBitMask = ColliderType.Object.rawValue
Coins Physics
coin.physicsBody = SKPhysicsBody(circleOfRadius: raymondTexture.size().height/2)
coin.physicsBody!.dynamic = true
coin.physicsBody!.categoryBitMask = ColliderType.Coin.rawValue
coin.physicsBody?.contactTestBitMask = ColliderType.Raymond.rawValue
coin.physicsBody?.collisionBitMask = ColliderType.Object.rawValue
Ground Physics if you need
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, 1))
ground.physicsBody!.dynamic = false
ground.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
ground.physicsBody?.contactTestBitMask = ColliderType.Object.rawValue
ground.physicsBody?.collisionBitMask = ColliderType.Object.rawValue
Heres the contact function I have, I know its wrong and I need help with how to detect the coin and raymond touching.
func didBeginContact(contact: SKPhysicsContact) {
print("coin contact with player")
}
Thanks in advance.
There really is several ways of checking this, Here are 2 of the most basics ways to get you started. The first checks name for contact, and the second checks the CategoryBitMask. It is worth noting that if your PhysicsBodies bitmasks are not set properly contact may never be reported between 2 objects.
Edit Make sure the Scene conforms to SKPhysicsContactDelegate
class GameScene: SKScene, SKPhysicsContactDelegate
...
func didBegin(_ contact: SKPhysicsContact) {
let contactAName = contact.bodyA.node?.name
let contactBName = contact.bodyB.node?.name
if (contactAName == "raymond") || (contactBName == "raymond") {
if (contactAName == "coin") || (contactBName == "coin") {
print("coin contact with player")
return
}
}
//or
if contact.bodyA.categoryBitMask == ColliderType.Coin || contact.bodyB.categoryBitMask == ColliderType.Coin {
if contact.bodyA.categoryBitMask == ColliderType.Raymond || contact.bodyB.categoryBitMask == ColliderType.Raymond {
print("coin contact with player")
return
}
}
}

fatal error: unexpectedly found nil while unwrapping an Optional value for physics body contact

I can't seem to figure out which optional value it is talking about or why i am getting this error. I checked my score integer and made sure that I declared its value is 0 until it makes contact with the enemy. In the simulator the counter counts the first 4 or 5 enemies then crashes.
var score = Int? ()
var scoreLabel = UILabel ()
override func didMoveToView(view: SKView) {
scoreLabel.text = "\(score)"
scoreLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 100, height:
20))
scoreLabel.textColor = UIColor.blackColor()
score = nil
if score == nil {
score = 0
scoreLabel.text = "\(score!)"
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCategory.bullet) &&
(secondBody.categoryBitMask == PhysicsCategory.enemy) ||
(firstBody.categoryBitMask == PhysicsCategory.enemy) &&
(secondBody.categoryBitMask == PhysicsCategory.bullet)) {
//i get the error next line
collisionWithBullet((firstBody.node as! SKSpriteNode),
bullet: (secondBody.node as! SKSpriteNode))
}
}
func collisionWithBullet(enemy: SKSpriteNode, bullet: SKSpriteNode){
score? += 1
scoreLabel.text = "\(score!)"
enemy.removeFromParent ()
bullet.removeFromParent ()
}
Change score to
var score = 0
instead of
var score = Int? ()
and instead of this part
score = nil
if score == nil {
score = 0
scoreLabel.text = "\(score!)"
}
write only this
scoreLabel.text = "\(score)"
Edit:
instead of this part
collisionWithBullet((firstBody.node as! SKSpriteNode),
bullet: (secondBody.node as! SKSpriteNode))
do something like this
if let firstNode = firstBody.node as? SKSpriteNode,
secondNode = secondBody .node as? SKSpriteNode {
collisionWithBullet((firstNode),
bullet: (secondNode))
}

didBeginContact for three sprites works for 2 sprites, but not for the third one - Swift2

I have a bird, multiple desks and a star. When the bird collides with one of the desks, the didBeginContact method works fine, but when it collides with the star, nothing happens. I will copy the code where I added some print statements so it is easier to see what is happening and then I will paste the print statements that it prints out.
Bird (just the initialization of the physicsBody part):
class Bird: SKSpriteNode {
var sc: SKScene!
init(sc: SKScene) {
let texture = SKTexture(imageNamed: "hero")
let size = texture.size()
self.sc = sc
super.init(texture: texture, color: UIColor.clearColor(), size: CGSizeMake(size.width/2, size.height/2))
self.zPosition = Layer.Bird.rawValue
self.name = "bird"
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width/2)
self.physicsBody?.categoryBitMask = PhysicsCategory.Bird
self.physicsBody?.collisionBitMask = PhysicsCategory.Desk
self.physicsBody?.contactTestBitMask = PhysicsCategory.Desk | PhysicsCategory.StarSpecial | PhysicsCategory.Star
self.physicsBody?.allowsRotation = true
self.physicsBody?.restitution = 0
self.physicsBody?.usesPreciseCollisionDetection = true
}
// other methods and the required init
}
The star class is constructed the same way so I will just copy physicsBody related code:
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width/2, center: self.position)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.pinned = true
self.physicsBody?.categoryBitMask = PhysicsCategory.StarSpecial
self.physicsBody?.collisionBitMask = PhysicsCategory.None
self.physicsBody?.contactTestBitMask = PhysicsCategory.Bird
self.physicsBody?.usesPreciseCollisionDetection = true
self.physicsBody?.allowsRotation = false
self.physicsBody?.restitution = 0
self.physicsBody?.usesPreciseCollisionDetection = true
And the didBeginContact method in GameScene:
func didBeginContact(contact: SKPhysicsContact) {
print("something has collided")
if contact.bodyA.categoryBitMask == PhysicsCategory.Bird && contact.bodyB.categoryBitMask == PhysicsCategory.Desk {
birdSprite.BirdDidCollideWithDesk(contact.bodyA.node as! Bird, desk: contact.bodyB.node as! Desk, scoreClass: scoreClass, scoreLabel: scoreLabel)
print("bird and desk have collided")
} else if contact.bodyA.categoryBitMask == PhysicsCategory.Desk && contact.bodyB.categoryBitMask == PhysicsCategory.Bird {
print("desk and bird have collided")
birdSprite.BirdDidCollideWithDesk(contact.bodyB.node as! Bird, desk: contact.bodyA.node as! Desk, scoreClass: scoreClass, scoreLabel: scoreLabel)
}
if contact.bodyA.categoryBitMask == PhysicsCategory.Bird && contact.bodyB.categoryBitMask == PhysicsCategory.StarSpecial {
print("collided into star1")
starSpecial.removeStar(contact.bodyB.node as! Star)
} else if contact.bodyA.categoryBitMask == PhysicsCategory.StarSpecial && contact.bodyB.categoryBitMask == PhysicsCategory.Bird {
print("collided into star2")
starSpecial.removeStar(contact.bodyB.node as! Star)
}
}
If I run it, I get the following messages:
If the bird collides with a desk: "something has collided", "desk and bird have collided"
If the bird collides with the star: "something has collided"
Neither of second two conditions is met, so the message "collided into star1" or "collided into star2" is not printed out.
Any idea what could be causing this?

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()
}

Resources