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Eduardo Rojas
4,084 PointsHow can i detect collision in Sprite Kit using Swift?
This is my code
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch (contactMask){
case BodyType.ball.toRaw() & BodyType.hole.toRaw():
println("HEY")
default :
return
}
}
//it prints nothing
//the declarations:
func addHole(#size : CGSize) {
let actionMoveDown = SKAction.moveToY(CGRectGetMidY(self.frame)-500, duration: 4.7)
let hole = shapedHoles()
let UT = UTIL()
var position:CGFloat
let randomPosition = UT.randomNumberWith(Min: 1, Max: 3)
switch randomPosition{
case 1:
position = CGRectGetMidX(self.frame)
case 2:
position = CGRectGetMidX(self.frame)+size.width
default:
position = CGRectGetMidX(self.frame)-(size.width)
}
var createdHole = hole.createHoleAtPosition(position: CGPointMake(position ,CGRectGetMaxY(self.frame) + (size.height/2)),size: size )//CGSizeMake(CGRectGetMaxX(self.frame)/3 - 10, 70)
createdHole.physicsBody = SKPhysicsBody(rectangleOfSize: createdHole.frame.size)
createdHole.physicsBody?.categoryBitMask = BodyType.hole.toRaw()
createdHole.physicsBody?.contactTestBitMask = BodyType.ball.toRaw()
createdHole.physicsBody?.affectedByGravity = false
createdHole.physicsBody?.dynamic = false
lastHolePosition = randomPosition
createdHole .runAction(actionMoveDown)
self.addChild(createdHole)
}
func addSphere(){
let mainCharacterController = circle()
let character: (SKNode) = mainCharacterController.createCircleAtPosition(position: CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100))
character.physicsBody = SKPhysicsBody(circleOfRadius: character.frame.size.height/2)
character.physicsBody?.categoryBitMask = BodyType.ball.toRaw()
character.physicsBody?.contactTestBitMask = BodyType.hole.toRaw()
character.physicsBody?.affectedByGravity = false
character.physicsBody?.dynamic = false
self.addChild(character)
}