I am trying to make a sprite follow my finger using velocity so it doesn't phase through other sprite nodes, or push them around. I just want the sprite node, aka the ball, to simply hit the other sprite node and either bounce off or just simply hit it and sit there until its moved again.
At the moment I am using location based movement:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
ball.position.x = location.x
ball.position.y = location.y
print("x: \(ball.position.x), y: \(ball.position.y)")
}
}
how can I make it so it doesn't move around other sprite nodes and actually reacts with categoryBitMask elements?
I'm new to this whole thing. Hopefully you understand :)
REST OF MY CODE:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKSpriteNode()
var danger1 = SKSpriteNode()
var danger2 = SKSpriteNode()
var goal = SKSpriteNode()
override func didMove(to view: SKView) {
ball = self.childNode(withName: "ball") as! SKSpriteNode
danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
goal = self.childNode(withName: "goal") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 0
danger1.physicsBody = SKPhysicsBody()
danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
danger2.physicsBody = SKPhysicsBody()
danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
ball.physicsBody = SKPhysicsBody()
ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory
ball.physicsBody?.collisionBitMask = PhysicsCategories.none
goal.physicsBody = SKPhysicsBody(circleOfRadius: goal.size.width/2)
goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
danger1.physicsBody?.isDynamic = true
ball.physicsBody?.isDynamic = true
goal.physicsBody?.isDynamic = true
danger2.physicsBody?.isDynamic = true
danger2.physicsBody!.affectedByGravity = false
danger1.physicsBody!.affectedByGravity = false
goal.physicsBody!.affectedByGravity = false
ball.physicsBody!.affectedByGravity = false
setupPhysics()
}
func setupPhysics() {
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
physicsWorld.contactDelegate = self
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
ball.position.x = location.x
ball.position.y = location.y
print("x: \(ball.position.x), y: \(ball.position.y)")
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
ball.position = CGPoint(x: 0, y: 550)
} else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
print("Goal!")
}
}
}