I\'m working on a sprite-kit game where nodes spawn below the lowest point on the screen and gravity is set to have them float to the top of the screen. Everything works per
With Swift 1.1 / iOS 8, you can use the following pattern in order to solve your problem.
1. Init your scene's physicsBody property with the following code:
physicsBody = SKPhysicsBody(edgeLoopFromRect: frame) // or CGRectInset(frame, -10, -10) if you need insets
2. Create category masks for your scene and your sprite nodes:
let boundaryCategoryMask: UInt32 = 0x1 << 1
let someNodeCategoryMask: UInt32 = 0x1 << 2
3. Set the proper categoryBitMask, collisionBitMask and contactTestBitMask for your scene and sprite nodes physicsBody properties:
// Scene
physicsBody!.categoryBitMask = boundaryCategoryMask
// Sprite node
/* ... */
someNode.physicsBody!.categoryBitMask = someNodeCategoryMask
someNode.physicsBody!.contactTestBitMask = boundaryCategoryMask
As an example, the following Swift SKScene implementation shows you how to remove all sprite nodes that go beyond your scene's frame:
class GameScene: SKScene, SKPhysicsContactDelegate {
let boundaryCategoryMask: UInt32 = 0x1 << 1
let squareCategoryMask: UInt32 = 0x1 << 2
override func didMoveToView(view: SKView) {
// Scene
backgroundColor = SKColor.whiteColor()
physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFromRect: frame)
physicsBody!.categoryBitMask = boundaryCategoryMask
// Square
let square = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 80, height: 80))
square.zPosition = 0.1
square.position = CGPoint(x: size.width / 2.0 - square.size.width / 2, y: size.height - square.size.height)
square.physicsBody = SKPhysicsBody(rectangleOfSize: square.frame.size)
square.physicsBody!.dynamic = true
square.physicsBody!.affectedByGravity = true
square.physicsBody!.categoryBitMask = squareCategoryMask
// square.physicsBody!.collisionBitMask = 0 // don't set collisions (you don't want any collision)
square.physicsBody!.contactTestBitMask = boundaryCategoryMask // this will trigger -didBeginContact: and -didEndContact:
addChild(square)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
// Check if the array containing the scene’s children is empty
println("children: \(children)")
}
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == squareCategoryMask {
contact.bodyA.node?.removeFromParent()
println("square removed")
}
if contact.bodyB.categoryBitMask == squareCategoryMask {
contact.bodyB.node?.removeFromParent()
println("square removed")
}
}
func didEndContact(contact: SKPhysicsContact) {
/* ... */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}