So I have created a player who moves tile based and a wall surrounding the map to keep the player on the playground. Both have a physicsBody in them. My guess is, that my movement of the player is not properly and so the player bugs into the walls. Let me just show you my code:
So this is the physicsBody of the Player:
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.categoryBitMask = PhysicsCategory.Player
self.physicsBody!.contactTestBitMask = PhysicsCategory.House
self.physicsBody!.collisionBitMask = PhysicsCategory.Wall
And this is the physicsBody of the Wall:
self.physicsBody!.usesPreciseCollisionDetection = true
self.physicsBody!.categoryBitMask = PhysicsCategory.Wall
self.physicsBody!.contactTestBitMask = 0
self.physicsBody!.collisionBitMask = PhysicsCategory.Player
self.physicsBody!.isDynamic = false
They both inherit from the class Objects:
self.physicsBody = SKPhysicsBody(rectangleOf: size)
self.physicsBody!.affectedByGravity = false
self.name = name
So and just let me give you my code for the movement of the player if thats the cause:
func move(direction: String, width: CGFloat){
//Choosing the direction based of the users touch
switch direction{
case "South":
//Decreasing the position of the player by 1 Tile
pos.y -= width
//Flipping the picture the right way to make the player look in the right direction
yScale = 1.0
//Rotates the picture
let rotateAction = SKAction.rotate(toAngle: -1.57, duration: 0.0)
run(rotateAction)
//All the other directions just change the x and y value of pos corresponding to the direction
}
//Moves the player to the calculated position
let moveAction = SKAction.move(to: pos, duration: 0.0)
run(moveAction){
//Sound
}
Edit:
The values of the PhysicsCategory.Player
and PhysicsCategory.Wall
struct PhysicsCategory{
static let Wall:UInt32 = 0x1 << 0
static let Player:UInt32 = 0x1 << 1
static let House:UInt32 = 0x1 << 2
}
Edit 2:
The main problem is to get collision with SKAction properly working