This code colorizes my ball.
var colorize1 = SKAction.colorizeWithColor(.redColor(), colorBlendFactor: 1.0, duration: 0.3)
var colorize2 = SKAction.colorizeWithColor(.greenColor(), colorBlendFactor: 1.0, duration: 0.3)
var colorize3 = SKAction.colorizeWithColor(.blueColor(), colorBlendFactor: 1.0, duration: 0.3)
var actions = [colorize1, colorize2, colorize3]
var randomIndex = Int(arc4random_uniform(3))
var action = actions[randomIndex]
let seconds = 0.14
let delay = seconds * Double(NSEC_PER_SEC) // nanoseconds per seconds
let dispatchTime = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.Ball.runAction(action)
})
}
This code colorizes my walls.
var colorBucket = [UIColor]()
func randomColor() -> UIColor {
if colorBucket.isEmpty {
fillBucket()
}
let randomIndex = Int(arc4random_uniform(UInt32(colorBucket.count)))
let randomColor = colorBucket[randomIndex]
colorBucket.removeAtIndex(randomIndex)
return randomColor
}
func fillBucket() {
colorBucket = [UIColor.redColor(), UIColor.greenColor(), UIColor.blueColor()]
}
I need to write an if statement that detects whether or not the ball and wall are the same color when I collide with an spritekitnode() located in between my walls.
I've tried these:
if Wall1.color == UIColor.redColor() && Wall2.color == UIColor.redColor() && Ball.color != UIColor.redColor {
died = true
}
My main issue is writing the if statement that determines if the ball and walls are the same color. I have the collision part down. Thank you so much for your help.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
let ballWasContacted = firstBody.categoryBitMask == PhysicsCat.Ball || secondBody.categoryBitMask == PhysicsCat.Ball
var wallWasContacted = firstBody.categoryBitMask == PhysicsCat.Wall || secondBody.categoryBitMask == PhysicsCat.Wall
let scoreWasContacted = firstBody.categoryBitMask == PhysicsCat.Score || secondBody.categoryBitMask == PhysicsCat.Score
let colorWasContacted = firstBody.categoryBitMask == PhysicsCat.Color || secondBody.categoryBitMask == PhysicsCat.Ball
if ballWasContacted {
if scoreWasContacted {
score += 1
scoreLbl.text = "\(score)"
let scoreNode = firstBody.categoryBitMask == PhysicsCat.Score ? firstBody.node : secondBody.node
scoreNode!.removeFromParent()
} else if wallWasContacted {
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false {
died = true
createBTN()
fallDie()
}
}
}
else if colorWasContacted {
}
}
The colorWasContacted isn't really being used right now, but everything else is.
Code to change color of wall.
action = SKAction.colorizeWithColor(randomColor(), colorBlendFactor: 1.0, duration: 0.3)
Wall1.runAction(action)
This is what happened when I added the breakpoints.
Contacts only happen with two elements at a time, so you could do something like this in your didBeginContact
(edit, based on your actual code):
...
else if wallWasContacted {
let sprite1 = firstBody.node as! SKSpriteNode
let sprite2 = secondBody.node as! SKSpriteNode
if sprite1.color.isEqual(sprite2.color) {
// Whatever your heart desires...
} else {
// Something else you'd like to have done...
}
enumerateChildNodesWithName("wallPair", usingBlock: ({
(node, error) in
node.speed = 0
self.removeAllActions()
}))
if died == false {
died = true
createBTN()
fallDie()
}
}
As this might help with this isolated issue, I belive (from looking through your other threads) that you need to rethink the whole logic when it comes to discovering passing between walls...