I've been designing a game where I want the game to stop as soon as the ball makes contact with the ground. My function below is intended to set up the ground.
class GameScene: SKScene, SKPhysicsContactDelegate {
var ground = SKNode()
let groundCategory: UInt32 = 0x1 << 0
let ballCategory: UInt32 = 0x1 << 1
func setUpGround() -> Void {
self.ground.position = CGPointMake(0, self.frame.size.height)
self.ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, self.frame.size.height)) //Experiment with this
self.ground.physicsBody?.dynamic = false
self.ground.physicsBody?.categoryBitMask = groundCategory //Assigns the bit mask category for ground
self.ball.physicsBody?.contactTestBitMask = ballCategory //Assigns the contacts that we care about for the ground
self.addChild(self.ground)
}
}
The problem I am noticing is that when I run the iOS Simulator, the Ground node is not being detected. What am I doing wrong in this case?
via Chebli Mohamed
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