Hey so I have a problem detecting collisions. I have this project I am making based on Ray Wenderlich's tutorial on How to Make a game like Mega Jump. So everything is works great at the beginning, where platforms and stars are static in one place. But as you go further in the game, stars and platforms start moving (I am using SKActions for this), tried to do this to make it a little harder. But when I get there, collision is NOT being detected at all, player just passes by through the objects like they weren't there. I've been reading everywhere online, I am using precise collision detection but still I see no difference. Any ideas on what can be wrong or what else can I do? Here is a bit of code on how I am doing this:
player = SKSpriteNode(texture: firstFrame)
player.position = (CGPoint(x: self.size.width / 2, y: 50.0))
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.dynamic = true
player.physicsBody?.allowsRotation = false
player.physicsBody?.restitution = 1.0
player.physicsBody?.friction = 0.0
player.physicsBody?.angularDamping = 0.0
player.physicsBody?.linearDamping = 0.0
player.physicsBody?.usesPreciseCollisionDetection = true
player.physicsBody?.categoryBitMask = CollisionCategoryBitmask.Player
player.physicsBody?.collisionBitMask = 0
player.physicsBody?.contactTestBitMask = CollisionCategoryBitmask.Star | CollisionCategoryBitmask.Platform | CollisionCategoryBitmask.Monster
foregroundNode.addChild(player)
func createPlatformAtPosition(position: CGPoint, ofType type: PlatformType) -> PlatformNode {
let node = PlatformNode()
let thePosition = CGPoint(x: position.x * scaleFactor, y: position.y)
node.position = thePosition
node.name = "NODE_PLATFORM"
node.platformType = type
var sprite: SKSpriteNode
var spriteFrames : [SKTexture]!
if type == .Break {
let spriteAnimatedAtlas = SKTextureAtlas(named: "CloudBreak")
var cloudFrames = [SKTexture]()
spriteFrames = cloudFrames
let firstFrame = SKTexture(imageNamed: "Cloud02")
sprite = SKSpriteNode(texture: firstFrame)
let move = SKAction.moveToX(self.position.x - 160.0, duration:2.0)
let back = SKAction.moveToX(self.position.x, duration:2.0)
let sequence = SKAction.sequence([move, back, move, back])
sprite.runAction(SKAction.repeatActionForever(sequence))
} else {
let spriteAnimatedAtlas = SKTextureAtlas(named: "Cloud")
var cloudFrames = [SKTexture]()
spriteFrames = cloudFrames
let firstFrame = SKTexture(imageNamed: "Cloud")
sprite = SKSpriteNode(texture: firstFrame)
}
node.addChild(sprite)
node.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
node.physicsBody?.dynamic = false
node.physicsBody?.categoryBitMask = CollisionCategoryBitmask.Platform
node.physicsBody?.contactTestBitMask = CollisionCategoryBitmask.Player
node.physicsBody?.collisionBitMask = 0
return node
}
func didBeginContact(contact: SKPhysicsContact) {
var updateHUD = false
let whichNode = (contact.bodyA.node != player) ? contact.bodyA.node : contact.bodyB.node
let other = whichNode as GameObjectNode
updateHUD = other.collisionWithPlayer(player)
}
struct CollisionCategoryBitmask {
static let Player: UInt32 = 0x00
static let Star: UInt32 = 0x01
static let Platform: UInt32 = 0x02
static let Monster: UInt32 = 0x03
}