contacts not recognized when body is changed from circle to rectangle
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With help from here I have made a circle body traverse a given path. I have some bodies at some of the path points and have logged contact in didBeginContact. When the body gets in contact with a specific body the circle body is changed to a rectangle. This rectangular body is suppose to traverse the same path as the original circle body but it doesn't reach the path points as the contact is not logged. I tried changing radiusPoint to the width or height of the rectangle also but that didn't work. Also the rectangle body is bigger than the circle body. How can I get the rectangle to traverse the points with the contact recognised? Please see code below.

Code related to path traversal:

    let repeats: Bool = true //Whether to repeat the path.
    var pathIndex = 0 //The index of the current point to travel.
    var pointRadius: CGFloat = SKTexture(imageNamed: "circle").size().width //How close the node must be to reach the destination point.
    let travelSpeed: CGFloat = 250 //Speed the node will travel at.
    let rate: CGFloat = 0.9 //Motion smoothing. 0.5

    circlePath = [
    CGPoint(x:screenSize.width , y: screenSize.height/3),
    CGPoint(x: screenSize.width/2, y: platform.sprite.frame.height),
    CGPoint(x: 0.0, y: screenSize.height/3),
    CGPoint(x: CGFloat(pos1) + screenSize.width/20, y: upperSpearPosHeight)]

    final func didReachPoint() {
    //reached point!
    pathIndex++

    if pathIndex >= ballPath.count && repeats {
    pathIndex = 0
    }
    }

    func updatePath() {

    if pathIndex >= 0 && pathIndex < circlePath.count {
    let destination = circlePath[pathIndex]
    //currentPosition = destination
    let displacement = CGVector(dx: destination.x-circle!.sprite.position.x, dy: destination.y-circle!.sprite.position.y)
    let radius = sqrt(displacement.dx*displacement.dx+displacement.dy*displacement.dy)
    let normal = CGVector(dx: displacement.dx/radius, dy: displacement.dy/radius)
    let impulse = CGVector(dx: normal.dx*travelSpeed, dy: normal.dy*travelSpeed)
    let relativeVelocity = CGVector(dx:impulse.dx-circle!.sprite.physicsBody!.velocity.dx, dy:impulse.dy-circle!.sprite.physicsBody!.velocity.dy);
    circle!.sprite.physicsBody!.velocity=CGVectorMake(circle!.sprite.physicsBody!.velocity.dx+relativeVelocity.dx*rate, circle!.sprite.physicsBody!.velocity.dy+relativeVelocity.dy*rate);

    if radius < pointRadius {
        didReachPoint()
        }
        }
    }

Contact code:

        func didBeginContact(contact: SKPhysicsContact) {
    var firstBody : SKPhysicsBody
    var secondBody : SKPhysicsBody

    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask  {
    firstBody = contact.bodyA
    secondBody = contact.bodyB
    }
    else    {
    firstBody = contact.bodyB
    secondBody = contact.bodyA
    }

            if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == bonusCategory  {
    let img = SKTexture(imageNamed: "rectangular")
   (firstBody.node! as? SKSpriteNode)?.size = img.size()       
   firstBody.node!.physicsBody = SKPhysicsBody(texture: img, size: img.size())
   firstBody.node!.physicsBody?.allowsRotation = false 
   changeCircleAction = SKAction.setTexture(img)   
   firstBody.node!.runAction(changeCircleAction)
 }

    if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == platformCategory  {

    print("touched platform")
    }

    if firstBody.categoryBitMask == circleCategory && secondBody.categoryBitMask == smallStarCategory  {

    removeStar(secondBody.node!)
    }
Wizened answered 1/10, 2015 at 15:51 Comment(0)
K
0

It seems like when you change the firstBody to a rectangle (in the didBeginContact method), you don't set the bit mask. From what you described, it appears you want to set it to circleCategory as such:

firstBody.node!.physicsBody?.categoryBitMask = circleCategory

I would put this right below the firstBody.node!.physicsBody?.allowsRotation = false.

Katzman answered 21/10, 2015 at 3:22 Comment(0)

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