I am working on an app that when the central ball colour matches a smaller ball that is flying towards the central ball colour the player scores a point. So for this to work I need the didBeginContact function to call when the "enemy" and the "mainBall" collide. The only thing that is moving is the enemy ball as it flies towards the stationary mainBall I believe I have set the bit masks up correctly but the didBeginContact function is not being called. Can someone please help?
Here is my code
struct bitMasks{
static let mainBallMask:UInt32 = 0x1 << 0
static let enemyBall:UInt32 = 0x1 << 1
}
class GameScene: SKScene,SKPhysicsContactDelegate {
var mainBall = SKSpriteNode()
var ballSetToMainColor = true
var enemyTimer = Timer()
var hits = 0
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
mainBall = childNode(withName: "centralBall") as! SKSpriteNode
mainBall.zPosition = 1.0
mainBall.physicsBody = SKPhysicsBody(circleOfRadius: mainBall.size.width/2)
mainBall.physicsBody?.categoryBitMask = bitMasks.mainBallMask
mainBall.physicsBody?.collisionBitMask = bitMasks.enemyBall
mainBall.physicsBody?.contactTestBitMask = bitMasks.enemyBall
mainBall.physicsBody?.isDynamic = false
mainBall.physicsBody?.affectedByGravity = false
enemyTimer = Timer.scheduledTimer(timeInterval: 1.5, target: self, selector: #selector(enemies), userInfo: nil, repeats: true)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
touchesCheckForChangedBall(touches: touches)
}
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA.node as! SKSpriteNode
let secondBody = contact.bodyB.node as! SKSpriteNode
if firstBody.name == "enemy" && secondBody.name == "centralBall"{
collisionMain(enemy: firstBody)
}else if firstBody.name == "centralBall" && secondBody.name == "enemy"{
collisionMain(enemy: secondBody)
}
}
func collisionMain(enemy: SKSpriteNode){
hits += 1
enemy.removeAllActions()
enemy.removeFromParent()
print(hits)
}
func touchesCheckForChangedBall(touches: Set<UITouch>){
for t in touches {
let location = t.location(in: self)
let nodes = self.nodes(at: location)
if nodes.isEmpty == false {
if let name = nodes[0].name{
if name == "centralBall"{
changeMainBallColor()
}
}
}
}
}
func changeMainBallColor(){
ballSetToMainColor = !ballSetToMainColor
if ballSetToMainColor == true{
mainBall.texture = SKTexture(imageNamed: "ball-mainColor")
}else{
mainBall.texture = SKTexture(imageNamed: "ball-secondaryColor")
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func getRandomImageColor()->String{
let randVal = arc4random_uniform(2)
if randVal == 0{
return "ball-secondaryColor"
}else{
return "ball-mainColor"
}
}
func enemies(){
let color = getRandomImageColor()
let enemy = SKSpriteNode(imageNamed: color)
enemy.size = CGSize(width: 30, height: 30)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.width/2)
enemy.physicsBody?.categoryBitMask = bitMasks.enemyBall
enemy.physicsBody?.collisionBitMask = bitMasks.mainBallMask
enemy.physicsBody?.contactTestBitMask = bitMasks.mainBallMask
enemy.name = "enemyBall"
enemy.physicsBody?.isDynamic = true
enemy.physicsBody?.affectedByGravity = false
let randomPositionNumber = arc4random() % 3
switch randomPositionNumber{
case 0:
enemy.position.x = 0
let posY = arc4random_uniform(UInt32(frame.size.height))
enemy.position.y = CGFloat(posY)
self.addChild(enemy)
break
case 1:
enemy.position.y = frame.size.height
let posX = arc4random_uniform(UInt32(frame.size.width))
enemy.position.x = CGFloat(posX)
self.addChild(enemy)
break
case 2:
enemy.position.x = frame.size.width
let posY = arc4random_uniform(UInt32(frame.size.height))
enemy.position.y = CGFloat(posY)
self.addChild(enemy)
break
default:
break
}
enemy.run(SKAction.move(to: mainBall.position, duration: 3))
}
}
enemyBall
but your contact is looking forenemy
– Knight0fDragon