SKNode Collision
Remarks#
The determinants of Sprite Kit collision and contact event processing are the relationship settings, created by you, of categoryBitMask
, collisionBitMask
and contactTestBitMask
for each of your interacting object types. By rationally setting these in service of your desired outcomes from contacts and collisions, you determine which types can collide and inform of contacts with others, and avoid undesired collision, contact and physics processing overhead.
For each type of ‘entity’ you can set all three:
categoryBitMask
: a category specific to this type of nodecollisionBitMask
: a collision differentiator, can be different from abovecontactTestBitMask
: a contact differentiator, can be different from both above
The general steps to implement collisions & contacts are:
- set physic body size, shape and (sometimes) mass
- add necessary BitMasks for your node type from category, collision and contact above
- set scene as a contact delegate enabling it to check and inform of collisions and contacts
- implement contact handlers and any other pertinent logic for physics events
Enable Physics World
// World physics
self.physicsWorld.gravity = CGVectorMake(0, -9.8);
Enable Node to Collide
Firstly, we set node category
let groundBody: UInt32 = 0x1 << 0
let boxBody: UInt32 = 0x1 << 1
Then add Ground type node and Box type node.
let ground = SKSpriteNode(color: UIColor.cyanColor(), size: CGSizeMake(self.frame.width, 50))
ground.position = CGPointMake(CGRectGetMidX(self.frame), 100)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: ground.size)
ground.physicsBody?.dynamic = false
ground.physicsBody?.categoryBitMask = groundBody
ground.physicsBody?.collisionBitMask = boxBody
ground.physicsBody?.contactTestBitMask = boxBody
addChild(ground)
// Add box type node
let box = SKSpriteNode(color: UIColor.yellowColor(), size: CGSizeMake(20, 20))
box.position = location
box.physicsBody = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody?.dynamic = true
box.physicsBody?.categoryBitMask = boxBody
box.physicsBody?.collisionBitMask = groundBody | boxBody
box.physicsBody?.contactTestBitMask = boxBody
box.name = boxId
let action = SKAction.rotateByAngle(CGFloat(M_PI), duration:1)
box.runAction(SKAction.repeatActionForever(action))
self.addChild(box)
Handle Contacts
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(contact:) method to fill in your contact logic e.g. like
//order
let bodies = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (A:contact.bodyA,B:contact.bodyB) : (A:contact.bodyB,B:contact.bodyA)
//real handler
if ((bodies.B.categoryBitMask & boxBody) == boxBody){
if ((bodies.A.categoryBitMask & groundBody) == groundBody) {
let vector = bodies.B.velocity
bodies.B.velocity = CGVectorMake(vector.dx, vector.dy * 4)
}else{
let vector = bodies.A.velocity
bodies.A.velocity = CGVectorMake(vector.dx, vector.dy * 10)
}
}
Alternative didBeginContact
IF you are using simple categories, with each physics body belonging to only one category, then this alternative form of didBeginContact may be more readable:
func didBeginContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case categoryBitMask.player | categoryBitMask.enemy:
print("Collision between player and enemy")
let enemyNode = contact.bodyA.categoryBitMask == categoryBitMask.enemy ? contact.bodyA.node! : contact.bodyB.node!
enemyNode.explode()
score += 10
case categoryBitMask.enemy | categoryBitMask.enemy:
print("Collision between enemy and enemy")
contact.bodyA.node.explode()
contact.bodyB.node.explode()
default :
//Some other contact has occurred
print("Some other contact")
}
}
Simple Sprite Kit project showing collisions, contacts & touch events.
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.
//
// GameScene.swift
// bounceTest
//
// Created by Stephen Ives on 05/04/2016.
// Copyright (c) 2016 Stephen Ives. All rights reserved.
//
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let objectSize = 150
let initialImpulse: UInt32 = 300 // Needs to be proportional to objectSize
//Physics categories
let purpleSquareCategory: UInt32 = 1 << 0
let redCircleCategory: UInt32 = 1 << 1
let blueSquareCategory: UInt32 = 1 << 2
let edgeCategory: UInt32 = 1 << 31
let purpleSquare = SKSpriteNode()
let blueSquare = SKSpriteNode()
let redCircle = SKSpriteNode()
override func didMove(to view: SKView) {
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
//Create an boundary else everything will fly off-screen
let edge = frame.insetBy(dx: 0, dy: 0)
physicsBody = SKPhysicsBody(edgeLoopFrom: edge)
physicsBody?.isDynamic = false //This won't move
name = "Screen_edge"
scene?.backgroundColor = SKColor.black
// Give our 3 objects their attributes
blueSquare.color = SKColor.blue
blueSquare.size = CGSize(width: objectSize, height: objectSize)
blueSquare.name = "shape_blueSquare"
blueSquare.position = CGPoint(x: size.width * -0.25, y: size.height * 0.2)
let circleShape = SKShapeNode(circleOfRadius: CGFloat(objectSize))
circleShape.fillColor = SKColor.red
redCircle.texture = view.texture(from: circleShape)
redCircle.size = CGSize(width: objectSize, height: objectSize)
redCircle.name = "shape_redCircle"
redCircle.position = CGPoint(x: size.width * 0.4, y: size.height * -0.4)
purpleSquare.color = SKColor.purple
purpleSquare.size = CGSize(width: objectSize, height: objectSize)
purpleSquare.name = "shape_purpleSquare"
purpleSquare.position = CGPoint(x: size.width * -0.35, y: size.height * 0.4)
addChild(blueSquare)
addChild(redCircle)
addChild(purpleSquare)
redCircle.physicsBody = SKPhysicsBody(circleOfRadius: redCircle.size.width/2)
blueSquare.physicsBody = SKPhysicsBody(rectangleOf: blueSquare.frame.size)
purpleSquare.physicsBody = SKPhysicsBody(rectangleOf: purpleSquare.frame.size)
setUpCollisions()
checkPhysics()
}
func setUpCollisions() {
//Assign our category bit masks to our physics bodies
purpleSquare.physicsBody?.categoryBitMask = purpleSquareCategory
redCircle.physicsBody?.categoryBitMask = redCircleCategory
blueSquare.physicsBody?.categoryBitMask = blueSquareCategory
physicsBody?.categoryBitMask = edgeCategory // This is the edge for the scene itself
// Set up the collisions. By default, everything collides with everything.
redCircle.physicsBody?.collisionBitMask &= ~purpleSquareCategory // Circle doesn't collide with purple square
purpleSquare.physicsBody?.collisionBitMask = 0 // purpleSquare collides with nothing
// purpleSquare.physicsBody?.collisionBitMask |= (redCircleCategory | blueSquareCategory) // Add collisions with red circle and blue square
purpleSquare.physicsBody?.collisionBitMask = (redCircleCategory) // Add collisions with red circle
blueSquare.physicsBody?.collisionBitMask = (redCircleCategory) // Add collisions with red circle
// Set up the contact notifications. By default, nothing contacts anything.
redCircle.physicsBody?.contactTestBitMask |= purpleSquareCategory // Notify when red circle and purple square contact
blueSquare.physicsBody?.contactTestBitMask |= redCircleCategory // Notify when blue square and red circle contact
// Make sure everything collides with the screen edge and make everything really 'bouncy'
enumerateChildNodes(withName: "//shape*") { node, _ in
node.physicsBody?.collisionBitMask |= self.edgeCategory //Add edgeCategory to the collision bit mask
node.physicsBody?.restitution = 0.9 // Nice and bouncy...
node.physicsBody?.linearDamping = 0.1 // Nice and bouncy...
}
//Lastly, set ourselves as the contact delegate
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case purpleSquareCategory | blueSquareCategory:
print("Purple square and Blue square have touched")
case redCircleCategory | blueSquareCategory:
print("Red circle and Blue square have touched")
case redCircleCategory | purpleSquareCategory:
print("Red circle and purple Square have touched")
default: print("Unknown contact detected")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let touchedNode = selectNodeForTouch(touch.location(in: self))
if let node = touchedNode {
node.physicsBody?.applyImpulse(CGVector(dx: CGFloat(arc4random_uniform(initialImpulse)) - CGFloat(initialImpulse/2), dy: CGFloat(arc4random_uniform(initialImpulse)) - CGFloat(initialImpulse/2)))
node.physicsBody?.applyTorque(CGFloat(arc4random_uniform(20)) - CGFloat(10))
}
}
}
// Return the sprite where the user touched the screen
func selectNodeForTouch(_ touchLocation: CGPoint) -> SKSpriteNode? {
let touchedNode = self.atPoint(touchLocation)
print("Touched node is \(touchedNode.name)")
// let touchedColor = getPixelColorAtPoint(touchLocation)
// print("Touched colour is \(touchedColor)")
if touchedNode is SKSpriteNode {
return (touchedNode as! SKSpriteNode)
} else {
return nil
}
}
//MARK: - Analyse the collision/contact set up.
func checkPhysics() {
// Create an array of all the nodes with physicsBodies
var physicsNodes = [SKNode]()
//Get all physics bodies
enumerateChildNodes(withName: "//.") { node, _ in
if let _ = node.physicsBody {
physicsNodes.append(node)
} else {
print("\(node.name) does not have a physics body so cannot collide or be involved in contacts.")
}
}
//For each node, check it's category against every other node's collion and contctTest bit mask
for node in physicsNodes {
let category = node.physicsBody!.categoryBitMask
// Identify the node by its category if the name is blank
let name = node.name != nil ? node.name! : "Category \(category)"
let collisionMask = node.physicsBody!.collisionBitMask
let contactMask = node.physicsBody!.contactTestBitMask
// If all bits of the collisonmask set, just say it collides with everything.
if collisionMask == UInt32.max {
print("\(name) collides with everything")
}
for otherNode in physicsNodes {
if (node.physicsBody?.dynamic == false) {
print("This node \(name) is not dynamic")
}
if (node != otherNode) && (node.physicsBody?.isDynamic == true) {
let otherCategory = otherNode.physicsBody!.categoryBitMask
// Identify the node by its category if the name is blank
let otherName = otherNode.name != nil ? otherNode.name! : "Category \(otherCategory)"
// If the collisonmask and category match, they will collide
if ((collisionMask & otherCategory) != 0) && (collisionMask != UInt32.max) {
print("\(name) collides with \(otherName)")
}
// If the contactMAsk and category match, they will contact
if (contactMask & otherCategory) != 0 {print("\(name) notifies when contacting \(otherName)")}
}
}
}
}
}
Alternative to Handling contact when dealing with multi category sprites
let bodies = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (A:contact.bodyA,B:contact.bodyB) : (A:contact.bodyB,B:contact.bodyA)
switch (bodies.A.categoryBitMask,bodies.B.categoryBitMask)
{
case let (a, _) where (a && superPower): //All we care about is if category a has a super power
//do super power effect
fallthrough //continue onto check if we hit anything else
case let (_, b) where (b && superPower): //All we care about is if category b has a super power
//do super power effect
fallthrough //continue onto check if we hit anything else
case let (a, b) where (a && groundBody) && (b && boxBody): //Check if box hit ground
//boxBody hit ground
case let (b, _) where (b && boxBody): //Check if box hit anything else
//box body hit anything else
default:()
}
Difference between contacts and collisions
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 objects intersect.
Objects may collide but not generate contacts, generate contacts without colliding, or collide and generate a contact (or do neither and not interact at all)
Collisions can also be one-sided i.e. object A can collide (bounce off) object B, whilst object B carries on as though nothing had happened. If you want 2 object to bounce off each other, they must both be told to collide with the other.
Contacts however are not one-sided; if you want to know when object A touched (contacted) object B, it is enough to set up contact detection on object A with regards to object B. You do not have to set up contact detection on object B for object A.
Manipulating contactTest and collison bitmasks to enable/disable specific contact and collisions.
For this example, we will used 4 bodies and will show only the last 8 bits of the bit masks for simplicity. The 4 bodies are 3 SKSpriteNodes, each with a physics body and a boundary:
let edge = frame.insetBy(dx: 0, dy: 0)
physicsBody = SKPhysicsBody(edgeLoopFrom: edge)
Note that the ‘edge’ physics body is the physics body of the scene, not a node.
We define 4 unique categories
let purpleSquareCategory: UInt32 = 1 << 0 // bitmask is ...00000001
let redCircleCategory: UInt32 = 1 << 1 // bitmask is ...00000010
let blueSquareCategory: UInt32 = 1 << 2 // bitmask is ...00000100
let edgeCategory: UInt32 = 1 << 31 // bitmask is 10000...00000000
Each physics body is assigned the categories that it belongs to:
//Assign our category bit masks to our physics bodies
purpleSquare.physicsBody?.categoryBitMask = purpleSquareCategory
redCircle.physicsBody?.categoryBitMask = redCircleCategory
blueSquare.physicsBody?.categoryBitMask = blueSquareCategory
physicsBody?.categoryBitMask = edgeCategory // This is the edge for the scene itself
If a bit in a body’s collisionBitMask is set to 1, then it collides (bounces off) any body that has a ‘1’ in the same position in it’s categoryBitMask. Similarly for contactTestBitMask.
Unless you specify otherwise, everything collides with everything else and no contacts are generated (your code won’t be notified when anything contacts anything else):
purpleSquare.physicsBody.collisonBitMask = 11111111111111111111111111111111 // 32 '1's.
Every bit in every position is ‘1’, so when compared to any other categoryBitMask, Sprite Kit will find a ‘1’ so a collision will occur. If you do not want this body to collide with a certain category, you will have to set the correct bit in the collisonBitMask to ‘0’
and its contactTestbitMask
is set to all 0
s:
redCircle.physicsBody.contactTestBitMask = 00000000000000000000000000000000 // 32 '0's
Same as for collisionBitMask, except reversed.
Contacts or collisions between bodies can be turned off (leaving existing contact or collision unchanged) using:
nodeA.physicsBody?.collisionBitMask &= ~nodeB.category
We logically AND nodeA’s collision bit mask with the inverse (logical NOT, the ~ operator) of nodeB’s category bitmask to ‘turn off’ that bit nodeA’s bitMask. e.g to stop the red circle from colliding with the purple square:
redCircle.physicsBody?.collisionBitMask = redCircle.physicsBody?.collisionBitMask & ~purpleSquareCategory
which can be shortened to:
redCircle.physicsBody?.collisionBitMask &= ~purpleSquareCategory
Explanation:
redCircle.physicsBody.collisonBitMask = 11111111111111111111111111111111
purpleSquareCategory = 00000000000000000000000000000001
~purpleSquareCategory = 11111111111111111111111111111110
11111111111111111111111111111111 & 11111111111111111111111111111110 = 11111111111111111111111111111110
redCircle.physicsBody.collisonBitMask now equals 11111111111111111111111111111110
redCircle no longer collides with bodies with a category of …0001 (purpleSquare)
Instead of turning off individual bits in the collsionsbitMask, you can set it directly:
blueSquare.physicsBody?.collisionBitMask = (redCircleCategory | purpleSquareCategory)
i.e. blueSquare.physicsBody?.collisionBitMask = (....00000010 OR ....00000001)
which equals blueSquare.physicsBody?.collisionBitMask = ....00000011
blueSquare will only collide with bodies with a category or ..01 or ..10
Contacts or collisions between 2 bodies can be turned ON (without affecting any existing contacts or collisions) at any point using:
redCircle.physicsBody?.contactTestBitMask |= purpleSquareCategory
We logically AND redCircle’s bitMask with purpleSquare’s category bitmask to ‘turn on’ that bit in redcircle’s bitMask. This leaves any other bits in redCircel’s bitMas unaffected.
You can make sure that every shape ‘bounces off’ a screen edge as follows:
// Make sure everything collides with the screen edge
enumerateChildNodes(withName: "//*") { node, _ in
node.physicsBody?.collisionBitMask |= self.edgeCategory //Add edgeCategory to the collision bit mask
}
Note:
Collisions can be one-sided i.e. object A can collide (bounce off) object B, whilst object B carries on as though nothing had happened. If you want 2 object to bounce off each other, they must both be told to collide with the other:
blueSquare.physicsBody?.collisionBitMask = redCircleCategory
redcircle.physicsBody?.collisionBitMask = blueSquareCategory
Contacts however are not one-sided; if you want to know when object A touched (contacted) object B, it is enough to set up contact detection on object A with regards to object B. You do not have to set up contact detection on object B for object A.
blueSquare.physicsBody?.contactTestBitMask = redCircleCategory
We don’t need redcircle.physicsBody?.contactTestBitMask= blueSquareCategory
Advanced usage:
Not covered here, but physics bodies can belong to more than one category. E.g. we could set our game up as follows:
let squareCategory: UInt32 = 1 << 0 // bitmask is ...00000001
let circleCategory: UInt32 = 1 << 1 // bitmask is ...00000010
let blueCategory: UInt32 = 1 << 2 // bitmask is ...00000100
let redCategory: UInt32 = 1 << 3 // bitmask is ...00001000
let purpleCategory: UInt32 = 1 << 4 // bitmask is ...00010000
let edgeCategory: UInt32 = 1 << 31 // bitmask is 10000...0000000
Each physics body is assigned the categories that it belongs to:
//Assign our category bit masks to our physics bodies
purpleSquare.physicsBody?.categoryBitMask = squareCategory | purpleCategory
redCircle.physicsBody?.categoryBitMask = circleCategory | redCategory
blueSquare.physicsBody?.categoryBitMask = squareCategory | blueCategory
their categorybitMasks are now:
purpleSquare.physicsBody?.categoryBitMask = ...00010001
redCircle.physicsBody?.categoryBitMask = ...00001010
blueSquare.physicsBody?.categoryBitMask = ...00000101
This will affect how you manipulate the bit fields. It can be useful (for example) to indicate that a physics body (e.g. a bomb) has changed somehow (e.g. it might have gained the ‘super’ ability which is another category, and you might check that a certain object (an alien mothersh