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Is there a way to detect collisions between 2 SKSpriteNodes but allow them to overlap

I don't think there is a way to do this, but is there a way to detect when 2 SKSpriteNodes intersect with each other, but still allow them to overlap, so they don't actually bounce over each other?

I know I can just have 1 without a physics body, and then write some code to check their co-ordinates, but I thought maybe I might be missing something in Sprite Kit where I could detect this with SK methods.

like image 969
Cocorico Avatar asked Dec 08 '13 00:12

Cocorico


1 Answers

You can use the contactDelegate property of the SKPhysicsWorld object:

// inside your header file

typedef NS_OPTIONS(NSUInteger, CollisionCategory) {
    categoryOne = (1 << 0),
    categoryTwo = (1 << 1)
};

// inside your SKScene sub-class implementation

- (void)setupContactDelegate {
    self.physicsWorld.contactDelegate = self;

    nodeA.categoryBitMask = categoryOne;    // nodeA is category one
    nodeA.collisionBitMask = ~categoryTwo;  // nodeA does not collide w/ category two
    nodeA.contactTestBitMask = categoryTwo; // nodeA tests for contacts w/ category two

    nodeB.categoryBitMask = categoryTwo;    // nodeB is category two
    nodeB.collisionBitMask = ~categoryOne;  // nodeB does not collide w/ category one
    nodeB.contactTestBitMask = categoryOne; // nodeB tests for contacts w/ category one
}

- (void)didBeginContact:(SKPhysicsContact *)contact {
    // do whatever you need to do when the contact begins
}

- (void)didEndContact:(SKPhysicsContact *)contact {
    // do whatever you need to do when the contact ends
}

You'll also need to declare your SKScene sub-class as implementing the SKPhysicsContactDelegate protocol.

Here's more reference info:

  • SKScene Class Reference
  • SKPhysicsWorld Class Reference
  • SKPhysicsBody Class Reference
  • SKPhysicsContactDelegate Protocol Reference
  • SKPhysicsContact Class Reference
like image 115
godel9 Avatar answered Oct 17 '22 04:10

godel9