I have been unsuccessful in getting a SKSpriteNode to cast a shadow AND also be made to disappear when going into a shadow from the same light source. I am able to do one of the two but not both.
According to the docs: If the sprite is inside a shadow cast by a light and the sprite has a lower z position than the light, the shadow affects how the sprite is lit. All of which I have done. My SKLightNode has a zPosition of 100 and all other nodes have lower zPositions.
I have tried any and all combinations of settings for lightingBitMask, shadowCastBitMask and shadowedBitMask but nothing has worked.
I am posting the isolated code which recreates my issue. The blue box casts a shadow but is not covered by the wall shadow. The purple box casts no shadow and is covered by the wall shadow.
The light responds to touch movement so feel free to move it around the screen. The project is in landscape mode.
What am I missing or not seeing?
#import "GameScene.h"
@implementation GameScene {
SKSpriteNode *lightBulb;
}
-(void)didMoveToView:(SKView *)view {
typedef NS_OPTIONS(uint32_t, Level1LightCategory)
{
CategoryLightPlayer = 1 << 0,
};
SKSpriteNode *worldNode = [SKSpriteNode spriteNodeWithColor:[SKColor clearColor] size:CGSizeMake(1136, 640)];
worldNode.zPosition = 10;
//worldNode.position = CGPointMake(self.size.width/2, self.size.height/2);
[self addChild:worldNode];
lightBulb = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(20, 20)];
lightBulb.zPosition = 100;
lightBulb.position = CGPointMake(50, 50);
[worldNode addChild:lightBulb];
SKLightNode *light = [[SKLightNode alloc] init];
//light.zPosition = 100; // <- tried setting this again but to no effect
light.categoryBitMask = CategoryLightPlayer;
light.falloff = 0.3;
light.ambientColor = [UIColor whiteColor];
light.lightColor = [[UIColor alloc] initWithRed:1.0 green:1.0 blue:1.0 alpha:1.0];
light.shadowColor = [[UIColor alloc] initWithRed:0.0 green:0.0 blue:0.0 alpha:1.0];
[lightBulb addChild:light];
SKSpriteNode *wall = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(10, 300)];
wall.zPosition = 50;
wall.position = CGPointMake(500, 200);
wall.lightingBitMask = CategoryLightPlayer;
wall.shadowCastBitMask = CategoryLightPlayer;
wall.shadowedBitMask = 0x00000000;
[worldNode addChild:wall];
SKSpriteNode *box0 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(30, 30)];
box0.zPosition = 40;
box0.position = CGPointMake(800, 200);
box0.lightingBitMask = CategoryLightPlayer;
box0.shadowCastBitMask = CategoryLightPlayer;
box0.shadowedBitMask = CategoryLightPlayer;
[worldNode addChild:box0];
SKSpriteNode *box1 = [SKSpriteNode spriteNodeWithColor:[SKColor purpleColor] size:CGSizeMake(30, 30)];
box1.zPosition = 40;
box1.position = CGPointMake(800, 300);
box1.lightingBitMask = CategoryLightPlayer;
//box1.shadowCastBitMask = CategoryLightPlayer;
//box1.shadowedBitMask = CategoryLightPlayer;
[worldNode addChild:box1];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
lightBulb.position = touchLocation;
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
lightBulb.position = touchLocation;
}
-(void)update:(CFTimeInterval)currentTime {
//
}
@end