My problem is that when I play my game, I lose my life even if the enemy does not touch my character, but flies very close to him. I understand that the problem is that the transparent space of my character is in contact with the enemy's transparent space.
I want to do as recommended in the SKPhysicsBody documentation. How can I implement this using my current code?
func madEnemy() {
let randomNumber = Int.random(in: 1..<6)
let enemy = SKSpriteNode(imageNamed: "enemy\(randomNumber)")
enemy.position = CGPoint(
x: cameraRect.maxX + enemy.size.width/2,
y: CGFloat.random(
min: cameraRect.minY + enemy.size.height/2,
max: cameraRect.maxY - enemy.size.height/2))
enemy.zPosition = 50
enemy.name = "enemy"
addChild(enemy)
let actionMove =
SKAction.moveBy(x: -(size.width + enemy.size.width), y: 0, duration: 2.0)
let actionRemove = SKAction.removeFromParent()
enemy.run(SKAction.sequence([actionMove, actionRemove]))
}
You just need to create a SKTexture
object from your image first, then create a SKSpriteNode
using that texture in order to use the texture for sizing the SKPhysicsBody
or your node.
func madEnemy() {
let randomNumber = Int.random(in: 1..<6)
let enemyTexture = SKTexture(imageNamed: "enemy\(randomNumber)")
let enemy = SKSpriteNode(texture: enemyTexture)
enemy.physicsBody = SKPhysicsBody(texture: enemyTexture, size: CGSize(width: enemy.size.width, height: enemy.size.height))
enemy.position = CGPoint(
x: cameraRect.maxX + enemy.size.width/2,
y: CGFloat.random(
min: cameraRect.minY + enemy.size.height/2,
max: cameraRect.maxY - enemy.size.height/2))
enemy.zPosition = 50
enemy.name = "enemy"
addChild(enemy)
let actionMove =
SKAction.moveBy(x: -(size.width + enemy.size.width), y: 0, duration: 2.0)
let actionRemove = SKAction.removeFromParent()
enemy.run(SKAction.sequence([actionMove, actionRemove]))
}