It's possible for one node to have two physics body paths? I want to create a node that has two (circle) physics bodies on the sides of the node.
If it's not possible, is there are any workaround to achieve that? thank you
You want to use [SKPhysicsBody bodyWithBodies:...]. From the docs :
The shapes of the physics bodies passed into this method are used to
create a new physics body whose covered area is the union of the areas
of its children. These areas do not need to be contiguous. If there is
space between two parts, other bodies may be able to pass between
these parts. However, the physics body is treated as a single
connected body, meaning that a force or impulse applied to the body
affects all of the pieces as if they were held together with an
indestructible frame.
It would look something like this :
SKPhysicsBody *leftCircle = [SKPhysicsBody bodyWithCircleOfRadius:leftCircleRadius center:leftCircleCenter];
SKPhysicsBody *rightCircle = [SKPhysicsBody bodyWithCircleOfRadius:rightCircleRadius center:rightCircleCenter];
node.physicsBody = [SKPhysicsBody bodyWithBodies:#[leftCircle, rightCircle]];
Here's an example of how to connect to sprite nodes using SKPhysicsJointFixed. First, create two sprites:
SKSpriteNode *sprite1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(64, 64)];
// position must be set before creating physics body to avoid bug in iOS 7.0.x
sprite1.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
sprite1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:sprite1.size];
sprite1.physicsBody.restitution = 1.0;
[self addChild:sprite1];
SKSpriteNode *sprite2 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(64, 64)];
sprite2.position = CGPointMake(CGRectGetMidX(self.frame)-sprite2.size.width*2,
CGRectGetMidY(self.frame));
sprite2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:sprite2.size];
sprite2.physicsBody.restitution = 1.0;
[self addChild:sprite2];
then connect the nodes by calling this method:
[self connectNode1:sprite1 toNode2:sprite2];
This method joins two nodes at their midpoint. Note that both physic bodies must be in the scene prior to calling this method.
- (void) connectNode1:(SKSpriteNode *)node1 toNode2:(SKSpriteNode *)node2
{
CGPoint midPoint = CGPointMake((node1.position.x + node2.position.x)/2,
(node1.position.y + node2.position.y)/2);
SKPhysicsJointFixed *joint = [SKPhysicsJointFixed jointWithBodyA:node1.physicsBody
bodyB:node2.physicsBody
anchor:midPoint];
[self.physicsWorld addJoint:joint];
}
Here is an easy way to achieve the behavior you are looking for:
How to detect contact on different areas of a physicsbody
//Create SpriteNode1 & physicsBody
//Create SpriteNode2 & physicsBody
[SpriteNode1 addChild: SpriteNode2]
You can position SpriteNode2 relative to SpriteNode1. Any movement, etc. performed on SpriteNode1 will also move SpriteNode2.
Set: SpriteNode2.PhysicsBody.Dynamic=NO;
You could also create a SpriteNode that acts as the main object and add both SN1 and SN2 as children if you find that easier.
Related
I have created an SKSpriteNode called let's say Map that has an edge path that I have defined (some simple polygon shape).
What I am trying to figure out is how to add several other edge paths that would act as interior edges of the Map. As if the "map" as a whole did in fact have holes. Some sort of inner boundary shapes that could act with Map as a whole: one edge path (as shown below)
©
I understand that there is a method that allows for creating an SKPhysicsBody with bodies (some NSArray), like such
Map.physicsBody = [SKPhysicsBody bodyWithBodies:bodiesArray];
Does this method in fact generate what I have shown in the image? Assuming that the bodiesArray contains 3 SKSpriteNode's each with a defined path from using such method:
+ (SKPhysicsBody *)bodyWithEdgeChainFromPath:(CGPathRef)path
, with creating the path like such
SKSpriteNode *innerNode1 = [SKSpriteNode spriteNodeWithImageNamed:#"map"];
CGMutablePathRef innerNode1Path = CGPathCreateMutable();
CGPathMoveToPoint(mapPath, NULL, 1110, 1110);
CGPathAddLineToPoint(mapPath, NULL, <some x1>, <some y1>);
CGPathAddLineToPoint(mapPath, NULL, <some x2>, <some y2>);
CGPathAddLineToPoint(mapPath, NULL, <some x3>, <some y3>);
.
.
.
CGPathCloseSubpath(mapPath);
innerNode1.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:innerNode1Path];
[bodiesArray addObject:innerNode1];
// Repeat for other 2 nodes
I understand that an alternative would be to create 3 separate nodes with the location and shape of the intended "holes", but I am tying to avoid creating more nodes than I need. If anyone can confirm what I am trying to do is correct, or perhaps suggest an alternative that I am unaware of.
NOTE: IF what I am doing is correct but I am missing something, I would appreciate it if someone can show me the correct way to do what I am trying to do (even a simple example of a square with an inner smaller square would be great). Thanks!
EDIT 1:
Below is the code snippet that I am using as an attempt to create the "inner boundaries". This issue here, is that while both the outer and inner rect's are drawn and shown, when I add the inner rect to the Map bodyWithBodies, it takes full control of the collision detection, removing all contact control from the outer rect shell. When I remove the bodyWithBodies it goes back to normal with showing both rects, the outer has collision detection (does not allow me to pass through), while the inner one has nothing... so close
// 1 Create large outer shell Map
CGRect mapWithRect = CGRectMake(map.frame.origin.x + offsetX, map.frame.origin.y + offsetY, map.frame.size.width * shrinkage, map.frame.size.height * shrinkage);
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0);
self.physicsWorld.contactDelegate = self;
// 2 Create smaller inner boundary
CGRect innerRect = CGRectMake(100, 100, 300, 300);
SKPhysicsBody *body = [SKPhysicsBody bodyWithEdgeLoopFromRect:innerRect];
body.categoryBitMask = wallCategory;
NSArray *bodyArray = [NSArray arrayWithObject:body];
// 3 Add bodies to main Map body
myWorld.physicsBody = [SKPhysicsBody bodyWithBodies:bodyArray];
myWorld.physicsBody.categoryBitMask = wallCategory;
if ( [[levelDict objectForKey:#"DebugBorder"] boolValue] == YES) {
// This will draw the boundaries for visual reference during testing
[self debugPath:mapWithRect];
[self debugPath:innerRect];
}
EDIT 2
This approach works..by just adding a new node with the same properties as the outer rect:
SKPhysicsBody *innerRectBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:innerRect];
innerRectBody.collisionBitMask = playerCategory;
innerRectBody.categoryBitMask = wallCategory;
SKNode *innerBoundary = [SKNode node];
innerBoundary.physicsBody = innerRectBody;
[myWorld addChild: innerBoundary];
...but I would very much like a cleaner solution that does not require additional nodes..thoughts?
you are doing nothing wrong here i come with an example where i created two edge rect bodies with two physics bodies
//adding bodies after some time using gcd
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self addBodyA];
});
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.2 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self addBodyB];
});
-(void)addBodyB
{
SKSpriteNode *node=[SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(20, 20)];
node.physicsBody=[SKPhysicsBody bodyWithRectangleOfSize:node.frame.size];
node.position=CGPointMake(550, 420);
node.physicsBody.restitution=1;
[self addChild:node];
}
-(void)addBodyA
{
SKSpriteNode *node=[SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(20, 20)];
node.physicsBody=[SKPhysicsBody bodyWithRectangleOfSize:node.frame.size];
node.position=CGPointMake(400, 420);
node.physicsBody.restitution=1;
[self addChild:node];
}
-(void)addEdgesBodies
{
SKAction *r=[SKAction rotateByAngle:1.0/60 duration:1.0/60];
SKSpriteNode *rect=[SKSpriteNode spriteNodeWithColor:[SKColor clearColor] size:CGSizeMake(300,300)];
rect.physicsBody=[SKPhysicsBody bodyWithEdgeLoopFromRect:rect.frame];
rect.position=CGPointMake(500, 400);
[self addChild:rect];
//
SKSpriteNode *rect1=[SKSpriteNode spriteNodeWithColor:[SKColor clearColor] size:CGSizeMake(100,100)];
rect1.physicsBody=[SKPhysicsBody bodyWithEdgeLoopFromRect:rect1.frame];
rect1.position=CGPointMake(550, 450);
[self addChild:rect1];
[rect1 runAction:[SKAction repeatActionForever:r]];
}
[self addEdgesBodies];
remember edge bodies comes with low cpu overhead so don't worry about performance untill your polygon don't have so many edges.
Your code for making a path then using it in a physics body looks like it would work. As well as your physics body from bodies. Unfortunately I do not know SKPhysicsBody's can really support holes because you can not flip the normals of the body. The way I read apples documentation is that it is meant to do things like take two circle shapes and make them into one body, rather then creating a complex shape like that. The problem being that having a hole inside of your bigger shape would mean ignoring collision in that area.
Here are some alternative options
One option is you could build your stages from multiple shapes. For example if you break your map into two pieces (with a line going through each shape) and make physics bodies for those. Then have them overlap and make them into one body then it might work out. I made a diagram showing this (pardon its terrible quality you should still be able to understand what it is doing (hopefully)).
Another option would be to make it with a texture, this can hurt preformance a bit but if you can manage it then it probably would work nicely.
Map.physicsBody = SKPhysicsBody(texture: Map.texture, size: Map.size)
I'm very new to cocos2d development.
What I am trying to implement is some sprite nodes with physics bodies. As far as I understand, you're supposed to add them to the scene like this ("physics" here is the name of CCPhysicsNode declared earlier):
[physics addChild:node];
instead of
[self addChild:node];
The second one is pretty self-explanatory, I never had any trouble with it. But with the first the position of collision shapes does not match the position of the actual sprite (as seen in debug drawing, and by offset I mean greatly offset, like 2x the actual position). This is how I declare and add the node:
CCSprite *sprite = [CCSprite spriteWithImageNamed:#"sprite.png"];
sprite.position = position;
sprite.physicsBody = [CCPhysicsBody bodyWithRect:[sprite boundingBox] cornerRadius:0];
sprite.physicsBody.collisionType = #"SomeCollisionType";
sprite.name = #"Name";
[physics addChild:sprite];
What am I doing wrong? Please explain me how to make the positions match. TIA.
I am trying to create a complex SKPhysicsBody that does not bounce on the top, but does allow bouncing on the sides and bottom. Currently I am creating two nodes. One that has the image of the Sprite and a no restitution PhysicsBody on the top.
My second node matches the first node, but is clear with the same size as the first node It just has a PhysicsBody on the front and bottom and has a restitution. to allow my main character to bounce off the bottom and front.
Here is the code for my current setup:
//This is the top part.
- (void)nodePhysicsBodySetup:(SKSpriteNode *)node
{
CGPoint topStart = CGPointMake(0, node.size.height);
CGPoint topEnd = CGPointMake(node.size.width, node.size.height);
SKPhysicsBody *topEdge = [SKPhysicsBody bodyWithEdgeFromPoint:topStart toPoint:topEnd];
node.physicsBody = topEdge;
//[SKPhysicsBody bodyWithBodies:#[topEdge, frontEdge, bottomEdge]]
//node.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:node.frame.size];
node.physicsBody.dynamic = NO;
node.physicsBody.restitution = 0.0;
node.physicsBody.affectedByGravity = NO;
node.physicsBody.categoryBitMask = groundCategory;
node.physicsBody.collisionBitMask = mainHeroCategory;
node.physicsBody.contactTestBitMask = mainHeroCategory;
}
//This is the bottom physicsbody that matches up with the image of the main node.
- (void)bottomNodePhysicsBodySetup:(SKSpriteNode *)node
{
CGPoint topStart = CGPointMake(0, node.size.height);
CGPoint frontEnd = CGPointMake(0,0);
CGPoint bottomEnd = CGPointMake(node.size.width,0);
SKPhysicsBody *frontEdge = [SKPhysicsBody bodyWithEdgeFromPoint:topStart toPoint:frontEnd];
SKPhysicsBody *bottomEdge = [SKPhysicsBody bodyWithEdgeFromPoint:frontEnd toPoint:bottomEnd];
bottomNode.physicsBody = [SKPhysicsBody bodyWithBodies:#[frontEdge, bottomEdge]];
bottomNode.physicsBody.dynamic = NO;
bottomNode.physicsBody.affectedByGravity = NO;
bottomNode.physicsBody.restitution = 0.5;
bottomNode.physicsBody.categoryBitMask = otherCategory;
bottomNode.physicsBody.collisionBitMask = mainHeroCategory;
bottomNode.physicsBody.contactTestBitMask = mainHeroCategory;
}
Picture as screenshots are under NDA:
Currently, the Green PhysicsBody is attached to the node, and the red PhysicsBody is attached to a transparent second node with the same position as the first node.
This does not really work. My main character (mainHeroCategory) gets stuck sometimes on the node corner where the PhysicsBody with restitution and the one without meet. What is a better way to do this?
I would try to do this using only one physics body and look at the contact delegate methods to determine where the contact occurred and what the normal vector is (that information is in the SKPhysicsContact object passed in the delegate method).
Once I got that information I would apply an impulse to the mainHeroCategory object, or not, depending on where the contact occurred.
I suggest you join the physics bodies with an SKPhysicsJointFixed or by constraining the bodies with an SKConstraint or two. SpriteKit only uses the shape when merging two or more bodies with bodyWithBodies. From the docs...
The properties on the children, such as mass or friction, are ignored.
Only the shapes of the child bodies are used.
The restitution property is ignored.
I am working on an iOS game using Sprite Kit.
I recently added an SKSpriteNode into my scene and did NOT create a physics body for it. However, when I build and run, when the player's character(which does have a physics body) moves into the SKSpriteNode, it spins and moves away, like it has a physics body -but I didn't create one for the SKSpriteNode.
Even if I type
sprite.physicsBody = nil;
it still behaves like it's part of the simulation.
I wondered if a physics body is created automatically when you make an SKSpriteNode, but I looked at the documentation and searched it on Google and couldn't find anything to suggest that is the case.
Any help or suggestions would be much appreciated.
This is the code I used to create the sprite (the one that should not be affected by the simulation)
-(void)addSprite
{
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:#"image"];
sprite.position = CGPointMake(40, 30);
sprite.zPosition = 30;
sprite.name = #"spriteName";
[self addChild:sprite];
}
In another part of the project I have
[self addSprite];
to call the method.
Yes every SKSpriteNode comes with a physics body. Its best to change the physics body's properties instead of getting rid of it altogether. If you want your sprite to be on screen and not interact with any other sprite nodes, do the following:
sprite.physicsBody.dynamic = NO;
sprite.physicsBody.collisionBitMask = 0x0;
sprite.physicsBody.contactTestBitMask = 0x0;
I'm using collision detection in Sprite Kit. It is working and preventing my sprites from crossing paths. However, I'm not getting notifications in didBeginContact: and I don't seem to have any control over how the physics engine responds when a collision occurs.
I have various cars (SKSpriteNodes) moving around following paths using the SKAction followPath:asOffset:orientToPath:duration:
Previously, if two cars crossed paths they would both just continue as normal with one driving over the other. To implement collision detection I have made the following changes...
Added this to my #interface:
<SKPhysicsContactDelegate>
Added this to my #implementation:
static const uint32_t carCategory = 0x1 << 0;
Added this in my init method:
self.physicsWorld.contactDelegate = self;
self.physicsWorld.gravity = CGVectorMake(0.0, 0.0);
I create my blue car:
- (void)addBlueCar
{
_blueCar = [SKSpriteNode spriteNodeWithImageNamed:#"Blue Car.png"];
_blueCar.position = CGPointMake(818.0, -50.0);
_blueCar.name = #"car";
[self addChild:_blueCar];
CGSize contactSize = CGSizeMake(_blueCar.size.width - 5.0, _blueCar.size.height - 5.0);
_blueCar.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
_blueCar.physicsBody.categoryBitMask = carCategory;
_blueCar.physicsBody.collisionBitMask = carCategory;
_blueCar.physicsBody.contactTestBitMask = carCategory;
}
And I also create a red car:
- (void)addRedCar
{
_redCar = [SKSpriteNode spriteNodeWithImageNamed:#"Red Car.png"];
_redCar = CGPointMake(818.0, -50.0);
_redCar = #"car";
[self addChild: _redCar];
CGSize contactSize = CGSizeMake(_blueCar.size.width - 5.0, _blueCar.size.height - 5.0);
_redCar.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
_redCar.physicsBody.categoryBitMask = carCategory;
_redCar.physicsBody.collisionBitMask = carCategory;
_redCar.physicsBody.contactTestBitMask = carCategory;
}
There are other cars as well, but I'm just using these two until I figure out what the problem is. I want to be notified of any collision between any two cars. That's why I'm just using a single category, carCategory.
The first problem is that I get no notifications. I have this yet it never logs anything to the console:
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(#"Contact");
}
The second problem is that when two cars cross paths they start nudging each other off course. This is ok, but I don't seem to able to manage any aspects of how the collision is handled. The bizarre thing is that nothing changes when I do this to both of my car creation methods:
- (void)addBlueCar
{
_blueCar = [SKSpriteNode spriteNodeWithImageNamed:#"Blue Car.png"];
_blueCar.position = CGPointMake(818.0, -50.0);
_blueCar.name = #"car";
[self addChild:_blueCar];
CGSize contactSize = CGSizeMake(_blueCar.size.width - 5.0, _blueCar.size.height - 5.0);
_blueCar.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
// _blueCar.physicsBody.categoryBitMask = carCategory;
// _blueCar.physicsBody.collisionBitMask = carCategory;
// _blueCar.physicsBody.contactTestBitMask = carCategory;
}
Collision detection still works the same with those three lines commented out for both cars. This just doesn't seem right to me. Collision detection only ceases when I also comment out this line:
_blueCar.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
So my main question is: why is the contactTest not reporting anything? My second question is: why is collision detection happening when I don't assign a categoryBitMask, collisionBitMask or contactTestBitMask to any car?
collisionBitMask's default value is 0xFFFFFFFF (all bits set). Therefore the node will collide with each physicBody on the scene.
Just a small observation, perhaps you should setup your nodes and set the contact delegate in the scene's didMoveToView method.
If that doesn't solve it, any chance you can post some working code to github for debugging?
Something that helped me with this: Collisions and contacts are different things.
Collision is handled by the physics engine and setting collisionBitMask will determine which bodies collide and interact with each other in the physics world. By default, all your bodies will collide with each other, which kinda makes sense.
Contacts are events- when bodies make contact, will they create a notification that you can use in the delegate method to do more interesting things. If you have a ball you want to hit with a paddle, you want them to collide at a minimum. But if you have a ball moving through a cloud, you probably don't want them to collide in the physics world, but you might want to register the contact.