I want to detect when two bodies contact without using didBeginContact() function
I try with CGRectIntersectsRect() without any effect.
class GameScene: SKScene, SKPhysicsContactDelegate {
// Player
var _player = SKNode()
var platform = SKNode()
let heroCategory: UInt32 = 1 << 0
let platformCategory: UInt32 = 1 << 1
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Setup
self.anchorPoint = CGPointMake(0.5, 0.5)
self.physicsWorld.gravity = CGVectorMake(0.0, -2.0);
self.physicsWorld.contactDelegate = self
// Start populating
_player = creatPlayer()
self.addChild(_player)
platform = creatPlatform(1, atPosition: CGPoint(x: 0, y: -200))
self.addChild(platform)
let platformTwo = creatPlatform(2, atPosition: CGPoint(x: 0, y: 200))
self.addChild(platformTwo)
}
func creatPlatform(type: Int, atPosition: CGPoint) -> PlatformNode {
let node = PlatformNode()
node.platformType = type
node.position = atPosition
let sprite = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 200, height: 50))
node.addChild(sprite)
node.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
node.physicsBody?.dynamic = false;
node.physicsBody?.categoryBitMask = platformCategory
node.physicsBody?.contactTestBitMask = heroCategory
node.physicsBody?.collisionBitMask = 0;
return node
}
func creatPlayer() -> SKNode {
let playerNode = SKNode()
let sprite = SKSpriteNode(color: UIColor.whiteColor(), size: CGSize(width: 50, height: 50))
playerNode.addChild(sprite)
playerNode.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
playerNode.physicsBody?.dynamic = false
playerNode.physicsBody?.allowsRotation = false
playerNode.physicsBody?.restitution = 1.0
playerNode.physicsBody?.friction = 0.0
playerNode.physicsBody?.angularDamping = 0.0
playerNode.physicsBody?.linearDamping = 0.0
playerNode.physicsBody?.categoryBitMask = heroCategory
playerNode.physicsBody?.contactTestBitMask = platformCategory
playerNode.physicsBody?.collisionBitMask = 0;
return playerNode
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
_player.physicsBody?.dynamic = true
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if(CGRectIntersectsRect(platform.frame, _player.frame)){
println("Collision")
}
}
}
Maybe using CGRectIntersectsRect is a wrong approach, but I can be used instead?