Tutorial by Examples: contacts

Applying a filter To access contacts, we should apply a filter of type NSPredicate to our contactStore variable which we defined it in Authorizing Contact Access example. For example, here we want to sort out contacts with name matching with our own: Swift let predicate = CNContact.predicateForCo...
Set scene as delegate //set your scene as SKPhysicsContactDelegate class yourScene: SKScene, SKPhysicsContactDelegate self.physicsWorld.contactDelegate = self; Then you have to implement one or the other of the contact functions: optional func didBegin(contact:) and/or optional fund didEnd...
Here is a simple Sprite-Kit GameScene.swift. Create a new, empty SpriteKit project and replace the GameScene.swift with this. Then build and run. Click on any of the objects on screen to give make them move. Check the logs and the comments to see which ones collide and which ones make contact. // ...
// PHYSICS CONSTANTS struct PhysicsCategory { static let None : UInt32 = 0 static let All : UInt32 = UInt32.max static let player : UInt32 = 0b1 // 1 static let bullet : UInt32 = 0b10 // 2 } var nodesToRemove = [SKNode]() /...
In Sprite-Kit, there is the concept of collisions which refers to the SK physics engine handling how physics objects interact when they collide i.e. which ones bounce off which other ones. It also has the concept of contacts, which is the mechanism by which your program gets informed when 2 physics...

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