How to Detect collision in Swift, Sprite kit

  1. Define unique categories, ensure your class is a SKPhysicsContactDelegate and make yourself the physics contact delegate:

//Physics categories

let enemyCategory:    UInt32 = 1 << 1
let bulletCategory:   UInt32 = 1 << 2

class GameScene: SKScene, SKPhysicsContactDelegate {
   physicsWorld.contactDelegate = self
  1. Assign the categories (usually in didMove(to view:) :

    enemy.physicsBody.catgeoryBitMask = enemyCategory
    bullet.physicsBody.catgeoryBitMask = bulletCategory

(Make sure you’ve created physics bodies for each node)

  1. Set up collisions:

enemy.physicsBody?.collisionBitMask = 0 // enemy collides with nothing
bullet.physicsBody?.collisionBitMask = 0 // bullet collides with nothing

or even:

for node in [enemy, bullet] {
   node.physicsBody?.collisionBitMask = 0 //  collides with nothing
   }
  1. Set up contacts

    bullet.physicsBody?.collisionBitMask = enemyCategory // bullet contacts enemy

Make sure that at least one of the objects involved in each potential contact has the isDynamic property on its physics body set to true, or no contact will be generated. It is not necessary for both of the objects to be dynamic.

You should now get didBegin called when the bullet and the enemy make contact. You could code didBegin like this:

  func didBegin(_ contact: SKPhysicsContact) {
     print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")

     let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

     switch contactMask {
     case bulletCategory | enemyCategory:
        print("bullet and enemy have contacted.")
        let bulletNode = contact.bodyA.categoryBitMask == bulletCategory ? contact.bodyA.node : contact.bodyB.node
        enemyHealth -= 10
        bulletNode.removeFromParent
     default:
        print("Some other contact occurred")
     }

}

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