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 ;(
Set the contactTestBitMask properties of both objects. then detect when they collide in the didBegin func and then detect when they stop colliding in the didEnd func
player.physicsBody?.contactTestBitMask = collisionTypes.bullet.rawValue
bullet.physicsBody?.contactTestBitMask = collisionTypes.player.rawValue
func didBegin(_ contact: SKPhysicsContact) {
//detect your collision and do what you need to do
//maybe set a bool to true if you have multiple collision types
}
func didEnd(_ contact: SKPhysicsContact) {
//check that the above collison is the one that ended
//run appropriate code for end collision
}