The problem: When the coin spawns, it's physicsBody appears right underneath the spriteNode. Also, when the player comes in contact with the coin's physicsBody, the player bounces off of the physicsBody and the game ends.
What the output should be: The coin's physisBody should be aligned properly with the coin spriteNode. When the player comes in contact with the coin, the coin should disappear and +1 should be added to the proper label.
The current code:
struct ColliderType {
static let playerCategory: UInt32 = 0x1 << 0
static let boundary: UInt32 = 0x1 << 1
static let coinCategory: UInt32 = 0x1 << 2
static let bodyA: UInt32 = 0x1 << 4
static let bodyB: UInt32 = 0x1 << 8
}
override func didMoveToView(view: SKView) {
var coinInt = 0
self.physicsWorld.gravity = CGVectorMake(0.0, -7.0)
physicsWorld.contactDelegate = self
player = SKSpriteNode(imageNamed: "player")
player.zPosition = 1
player.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 5.12)
player.physicsBody?.dynamic = true
player.physicsBody?.allowsRotation = false
self.addChild(player)
generateCoins()
coin = SKSpriteNode( imageNamed: "coin")
coin.physicsBody? = SKPhysicsBody(circleOfRadius: coin.size.height / 10)
coin.physicsBody?.dynamic = false
coin.physicsBody?.allowsRotation = false
coin.zPosition = 1
self.addChild(coin)
player.physicsBody?.categoryBitMask = ColliderType.playerCategory
player.physicsBody?.contactTestBitMask = ColliderType.boundary
player.physicsBody?.collisionBitMask = ColliderType.coinCategory | ColliderType.boundary
coin.physicsBody?.categoryBitMask = ColliderType.coinCategory
coin.physicsBody?.contactTestBitMask = ColliderType.playerCategory
coin.physicsBody?.collisionBitMask = ColliderType.playerCategory
func didPlayerCollideWithCoin(player: SKSpriteNode, coin: SKSpriteNode) {
self.coin.removeFromParent()
self.coin += 1
coinLabel.text = "\(coinInt)"
}
func generateCoins() {
if(self.actionForKey("spawning") != nil){return}
let coinTimer = SKAction.waitForDuration(7, withRange: 2)
let spawnCoin = SKAction.runBlock {
self.coin = SKSpriteNode( imageNamed: "coin")
self.coin.physicsBody = SKPhysicsBody(circleOfRadius: self.coin.size.height / 10)
self.coin.name = "coin"
self.coin.physicsBody?.dynamic = false
self.coin.physicsBody?.allowsRotation = false
var coinPosition = Array<CGPoint>()
coinPosition.append((CGPoint(x:340, y:103)))
coinPosition.append((CGPoint(x:340, y:148)))
coinPosition.append((CGPoint(x:340, y:218)))
coinPosition.append((CGPoint(x: 340, y:343)))
let spawnLocation = coinPosition[Int(arc4random_uniform(UInt32(coinPosition.count)))]
let action = SKAction.repeatActionForever(SKAction.moveToX(+self.xScale, duration: 4.4))
self.coin.runAction(action)
self.coin.position = spawnLocation
self.addChild(self.coin)
print(spawnLocation)
}
let sequence = SKAction.sequence([coinTimer, spawnCoin])
self.runAction(SKAction.repeatActionForever(sequence), withKey: "spawning")
}
func didBeginContact(contact:SKPhysicsContact) {
let bodyA: SKPhysicsBody = contact.bodyA
let bodyB: SKPhysicsBody = contact.bodyB
if ((bodyA.categoryBitMask == ColliderType.playerCategory) && (bodyB.categoryBitMask == ColliderType.coinCategory)){
didPlayerCollideWithCoin(bodyA.node as! SKSpriteNode, coin: bodyB.node as! SKSpriteNode)
}
}