Alright, so I've been following various other SO links and trying to figure this out- I need to have contact detection between 2 nodes. Not collision detection, which I learned results in the nodes bouncing each other around. I don't want them to knock each other around, I just want to know when they touch.
Right now I have physics bodies for the 2 nodes, savior
and chicken1
as well as the ground (ground
) upon which savior
sits. These are all set up here:
savior.physicsBody?.dynamic = true
savior.physicsBody?.allowsRotation = false
savior.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(savior.size.width, savior.size.height))
chicken1.physicsBody?.dynamic = true
chicken1.physicsBody?.allowsRotation = false
chicken1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(chicken1.size.width, chicken1.size.height))
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height*2))
ground.physicsBody?.dynamic = false
I need to set up contact detection between savior
and chicken1
. There seem to be various ways to do this, but this is what I put together:
//Contact detection
self.physicsWorld.contactDelegate = self
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = animalCategory
savior.physicsBody?.collisionBitMask = 0
chicken1.physicsBody?.categoryBitMask = animalCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = 0
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody
var secondBody : SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask == 0 && secondBody.categoryBitMask == 1 {
println("they made contact")
}
}
This code results in savior
falling right through ground
and going right through chicken1
, with no contact detection because even when savior
and chicken1
touch, nothing happens.
I need savior
and ground
to continue to collide, but I don't want savior
and chicken1
to collide, just touch.
The program needs to execute something when they touch.
It's a mess but how can I fix this?
EDIT:
Here is what I have, animalCategory
has been changed to chickenCategory
for clarity and no contact is detected. Also savior
still falls through ground
.
self.physicsWorld.contactDelegate = self
var screenTouches = Bool()
let saviorCategory: UInt32 = 0x1 << 0
let chickenCategory: UInt32 = 0x1 << 1
savior.physicsBody?.categoryBitMask = saviorCategory
savior.physicsBody?.contactTestBitMask = chickenCategory
savior.physicsBody?.collisionBitMask = chickenCategory
chicken1.physicsBody?.categoryBitMask = chickenCategory
chicken1.physicsBody?.contactTestBitMask = saviorCategory
chicken1.physicsBody?.collisionBitMask = saviorCategory
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody
var secondBody : SKPhysicsBody
if contact.bodyA.categoryBitMask == chickenCategory && contact.bodyB.categoryBitMask == saviorCategory {
println("contact made")
savior.hidden = true
}
else if contact.bodyA.categoryBitMask == saviorCategory && contact.bodyB.categoryBitMask == chickenCategory {
println("contact made")
savior.hidden = true
}
}