The code below is from a project I am currently working on, I have been trying to teach myself Swift language and Sprite Kit for the past few days and this is my first attempt at a game, it is a Flappy Bird type game. I ran into a problem today when I was trying to write the code for the collision detection. When the bird touches one of the pipes the game is supposed to pause. However when I run the code and the bird touches the pipe, nothing happens, the bird just bounces off of it. I have read many tutorials and watched many videos on this subject to try and resolve my problem and haven't had any luck. I have written all of the collision detection code that I learned off of the last video I watched in the code below. Could anyone please tell me what I am doing wrong. Any advice would be greatly appreciated, thank you.
//
// GameScene.swift
// Bird Flappy Game
//
// Created by Brandon Ballard on 1/4/15.
// Copyright (c) 2015 Brandon Ballard. All rights reserved.
//
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var bird = SKSpriteNode()
var pipeUpTexture = SKTexture()
var pipeDownTexture = SKTexture()
var pipesMoveAndRemove = SKAction()
let pipeGap = 150.0
enum ColliderType:UInt32 {
case BIRD = 1
case PIPE = 2
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
backgroundColor = SKColor.cyanColor()
//physics
self.physicsWorld.gravity = CGVectorMake(0.0, -15.0);
self.physicsWorld.contactDelegate = self
func didBeginContact(contact: SKPhysicsContactDelegate) {
scene?.view?.paused = true
bird.setScale(12.0)
}
//Bird
var birdTexture = SKTexture(imageNamed:"Bird")
birdTexture.filteringMode = SKTextureFilteringMode.Nearest
bird = SKSpriteNode(texture: birdTexture)
bird.setScale(0.6)
bird.position = CGPoint(x: 375, y: self.frame.size.height * 0.6)
bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height / 2.0)
bird.physicsBody?.dynamic = true
bird.physicsBody?.allowsRotation = true
bird.physicsBody?.affectedByGravity = true
bird.physicsBody!.categoryBitMask = ColliderType.BIRD.rawValue
bird.physicsBody!.contactTestBitMask = ColliderType.PIPE.rawValue
bird.physicsBody!.collisionBitMask = ColliderType.PIPE.rawValue
self.addChild(bird)
//Ground
var groundTexture = SKTexture(imageNamed: "Ground")
var sprite = SKSpriteNode(texture: groundTexture)
sprite.setScale(2.0)
sprite.position = CGPointMake(self.size.width / 2, sprite.size.height / 2.0)
self.addChild(sprite)
var ground = SKNode()
ground.position = CGPointMake(0, groundTexture.size().height + 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2.0))
ground.physicsBody?.dynamic = false
self.addChild(ground)
//Pipes
//Create the Pipes
pipeUpTexture = SKTexture(imageNamed: "PipeUp")
pipeDownTexture = SKTexture(imageNamed: "PipeDown")
//Movement of Pipes
let distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeUpTexture.size().width)
let movePipes = SKAction.moveByX(-distanceToMove, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
let removePipes = SKAction.removeFromParent()
pipesMoveAndRemove = SKAction.sequence([movePipes,removePipes])
//Spawn Pipes
let spawn = SKAction.runBlock({() in self.spawnPipes()})
let delay = SKAction.waitForDuration(NSTimeInterval(2.0))
let spawnThenDelay = SKAction.sequence([spawn,delay])
let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
self.runAction(spawnThenDelayForever)
}
func spawnPipes() {
let pipePair = SKNode()
pipePair.position = CGPointMake(self.frame.size.width + pipeUpTexture.size().width * 2, 0)
pipePair.zPosition = -10
let height = UInt32(self.frame.size.height / 4)
let y = arc4random() % height + height
var pipeDown = SKSpriteNode(texture: pipeDownTexture)
pipeDown.setScale(2.0)////////
pipeDown.position = CGPointMake(3.0, CGFloat(y) + pipeDown.size.height + CGFloat(pipeGap) )
pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize: pipeDown.size)
pipeDown.physicsBody?.dynamic = false
pipeDown.physicsBody!.affectedByGravity = false
pipeDown.physicsBody!.categoryBitMask = ColliderType.PIPE.rawValue
pipeDown.physicsBody!.contactTestBitMask = ColliderType.BIRD.rawValue
pipeDown.physicsBody!.collisionBitMask = ColliderType.BIRD.rawValue
pipePair.addChild(pipeDown)
var pipeUp = SKSpriteNode(texture: pipeUpTexture)
pipeUp.setScale(2.0)
pipeUp.position = CGPointMake(0.0, CGFloat(y))
pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: pipeUp.size )
pipeUp.physicsBody?.dynamic = false
pipeUp.physicsBody!.affectedByGravity = false
pipeUp.physicsBody!.categoryBitMask = ColliderType.PIPE.rawValue
pipeUp.physicsBody!.contactTestBitMask = ColliderType.BIRD.rawValue
pipeUp.physicsBody!.collisionBitMask = ColliderType.BIRD.rawValue
pipePair.addChild(pipeUp)
pipePair.runAction(pipesMoveAndRemove)
self.addChild(pipePair)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
bird.physicsBody?.velocity = CGVectorMake( 0, 0 )
bird.physicsBody?.applyImpulse(CGVectorMake(0,25))
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
println
to thedidBeginContact
, nothing appears in the console ? – Trevör