My goal is to change the fillColor of a SKShapeNode as soon as that node collides with another Node. I do know how to edit the physics body at the point of collision but I couldn't manage to figure out how to change properties like fill- or strokeColor of a Node.
The SKShapeNode:
func addBrick() -> SKShapeNode {
let brick = SKShapeNode(rect: CGRect(x: -100, y: -20, width: 200, height: 40), cornerRadius: 20)
brick.fillColor = .blue
brick.strokeColor = .blue
brick.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 200, height: 40))
brick.position = CGPoint(x: 0, y: -50)
brick.zPosition = 2
brick.physicsBody?.categoryBitMask = BrickCategory
brick.physicsBody?.collisionBitMask = PlayerCategory
brick.physicsBody?.contactTestBitMask = PlayerCategory
return brick
}
Then I test the contact between the player and the brick:
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case PlayerCategory | BrickCategory:
print("")
default:
print("Unknown collision")
}
}
I do know that I can make changes to the physics body itself by using
contact.bodyB.node?.//make changes here
, but I don't know how to change the fillColor of bodyB for example to red.
I appreciate your help!
If you have an SKNode
node
that you know should be an SKShapeNode
, then you can cast it like:
if let shapeNode = node as? SKShapeNode {
shapeNode.fillColor = .red
}