I'm trying to figure out that a SKSpriteNode has completely iterated over another SKSpriteNode, this the code I have come up so far,if (node.frame.maxY == player.frame.minY){
player.physicsBody?.collisionBitMask = collisionTypes.vortex.rawValue
}I know it's simple enough, but I'm lost here ;(
Post
Replies
Boosts
Views
Activity
I have a SKSpriteNode as a ball, it's been given all the SKPhysicsBody properties move around in all direction. What I want now is to make it unidirectional (only move in that direction it hasn't move to before and not go back in to a path it had move upon). Currently I have following thoughts on this the problem,make a fieldBitMask, to the path that is iterated by it and repel the ball to not go backapply some kind of force/ impulses on the ball from touchesBegan/ touchesMoved method to keep it from going backsomething that can be handled in update methoda lifesaver from dev forums, who is coding even on the weekend 🙂Supporting Code snippets for better understanding,//getting current touch position by using UIEvent methods
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
}
override func touchesMoved(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else {return}
let location = touch.location(in: self)
lastTouchPoint = location
}
override func touchesEnded(_ touches: Set, with event: UIEvent?) {
lastTouchPoint = nil
}
override func touchesCancelled(_ touches: Set, with event: UIEvent?) {
lastTouchPoint = nil
}
//ball created
func createPlayer(){
player = SKSpriteNode(imageNamed: "player")
player.position = CGPoint(x: 220, y: 420)
player.zPosition = 1
//physics for ball
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.allowsRotation = false
player.physicsBody?.linearDamping = 0.5
player.physicsBody?.categoryBitMask = collisionTypes.player.rawValue
player.physicsBody?.contactTestBitMask = collisionTypes.finish.rawValue
player.physicsBody?.collisionBitMask = collisionTypes.wall.rawValue
addChild(player)
}
//unwarp the optional property, calclulate the postion between player touch and current ball position
override func update(_ currentTime: TimeInterval) {
guard isGameOver == false else { return }
if let lastTouchPosition = lastTouchPoint {
//this usually gives a large value (related to screen size of the device) so /100 to normalize it
let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y)
physicsWorld.gravity = CGVector(dx: diff.x/100, dy: diff.y/100)
}
}