swiftsprite-kitipad-playgrounds

SpriteKit; How to add a physicsbody to CGMutablePath/SKShapeNode (drawn line)?


I am currently trying to implement in SpriteKit that previously generated SpriteNodes bounce off a line drawn by the user. For this I need to give them a physicsbody so that the objects can collide. Does anyone have an idea how to implement this? Thanks a lot!

Here is the code block:

-- Update: Problem is solved! Working code in this question. --

func createLine() {
        let path = CGMutablePath()
        path.move(to: pathArray[0])
        
        for point in pathArray {
            path.addLine(to: point)
        }
        
        let line = SKShapeNode()       
        line.path = path
        line.fillColor = .clear
        line.lineWidth = 1
        line.zPosition = 3
        line.strokeColor = .cyan
        line.lineCap = .round
        line.glowWidth = 20
        
        line.physicsBody = SKPhysicsBody(polygonFrom: path)
        line.physicsBody?.affectedByGravity = false
        line.physicsBody?.isDynamic = true
        line.physicsBody?.categoryBitMask = CollisionTypes.line.rawValue
        line.physicsBody?.contactTestBitMask = CollisionTypes.atom.rawValue
        
        self.addChild(line)
        
        let wait = SKAction .wait(forDuration: 1.5)
        
        let fade:SKAction = SKAction.fadeOut(withDuration: 1)
        fade.timingMode = .easeIn
        let remove: SKAction = SKAction.removeFromParent()
        
        line.run(SKAction.sequence([wait, fade, remove]))
        
    }

ContactDelegate:

let contactA:SKPhysicsBody = contact.bodyA
let contactB:SKPhysicsBody = contact.bodyB
        
let nodeA = contactA.node
let nodeB = contactB.node
        
        
if contactA.categoryBitMask == 2 || contactB.categoryBitMask == 2 {
      print("line hit")
}

Solution

  • There are different types of physics body (circular, rectanglular, polygonal, alpha mask, edge based). For CGMutablePath, you want to create a chain from a path. To implement it, replace this line:

    line.physicsBody? = SKPhysicsBody()
    

    With this:

    line.physicsBody = SKPhysicsBody(edgeChainFrom: path)