Sprite-Kit registering multiple collisions for single contact

OK – it would appear that a simple: if bomb == nil {return} is all that’s required. This should be added as follows: let bomb = contact.bodyA.categoryBitMask == category.bomb.rawValue ? contact.bodyA.node : contact.bodyB.node if bomb == nil {return} This works to prevent multiple collisions for a node that you removeFromParent in didBeginContact. If you don;t … Read more

Pixel-Perfect Collision Detection Android

I have based my code on Mayra’s example and made bitmap pixel collision handling. I hope this will help. public class CollisionUtil { public static boolean isCollisionDetected(Sprite sprite1, Sprite sprite2){ Rect bounds1 = sprite1.getBounds(); Rect bounds2 = sprite2.getBounds(); if( Rect.intersects(bounds1, bounds2) ){ Rect collisionBounds = getCollisionBounds(bounds1, bounds2); for (int i = collisionBounds.left; i < collisionBounds.right; … Read more

Adding collision to maze walls

Ensure that the Player object is positioned in the center of cell of the grid. e.g. calculate a random position for the player: def load_player(background): pimg = pygame.Surface((10, 10)) pimg.fill((200, 20, 20)) px = random.randint(0, rows-1) * width + width//2 py = random.randint(0, cols-1) * width + width//2 return Player(pimg, (px, py), background) To track … Read more

Bounding ellipse

You’re looking for the Minimum Volume Enclosing Ellipsoid, or in your 2D case, the minimum area. This optimization problem is convex and can be solved efficiently. Check out the MATLAB code in the link I’ve included – the implementation is trivial and doesn’t require anything more complex than a matrix inversion. Anyone interested in the … Read more