Spritekit collisions between arrays of SpriteNodes - xcode

I'm developing a game that involves a number of Sprite Arrays and I want to detect collisions between them and specify functions depending on which etc.
So say I have an array of 16 balls ballArray[I] and 16 blocks blockaArray[I] which I can easily iterate through using the index number I.
I have given the balls a Physics Category - Balls and similar to for Blocks. Then I have 16 ID Physics categories say ID1, ID2, ID3, ID4
So I can detect a collision, know that is was a Ball hitting a Block but I then need to know which ball and which block.
What the best or easiest way to do this? I'm reading about enumerateChildNodes(withName) function but have not used it. Or can I create array of PhysicsCategories which I could iterate through along with the SpriteArray to compare and identify.
EDIT:
Thanks Everyone for the help. I have finally cracked it. Surprisingly in the end the code a lot simpler than I first thought. Still not fully understanding where the bits are sitting in my categories but have it working .
I'll try to post my final working code - you may have suggestions to improve. Many thanks again and apologies for my poor StackFlow etiquette - I am new here :-)
So my Physics Categories were defined.
struct PhysicsCategories {
static let BoxCategoryMask = UInt32(1<<7)
static let BallCategoryMask = UInt32(1<<8)
}
and then in my function to build an array of Sprites
boxBloqArray[i].physicsBody?.categoryBitMask = PhysicsCategories.BoxCategoryMask | UInt32(i)
boxBloqArray[i].physicsBody!.contactTestBitMask = PhysicsCategories.BallCategoryMask
and the same for the ball array but just the categoryBitMask
ballBloqArray[i].physicsBody?.categoryBitMask = PhysicsCategories.BallCategoryMask | UInt32(i)
I'm still not really sure why it has to be this way round but that was the final problem this evening that I had the two bodies the wrong way round in the && comparison in the final working detection code:
var body1 = SKPhysicsBody()
var body2 = SKPhysicsBody()
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
body1 = contact.bodyA
body2 = contact.bodyB
}
else {
body1 = contact.bodyB
body2 = contact.bodyA
}
// Check node collisions
for n in 0...15 {
for i in 0...15 {
if body2.categoryBitMask == PhysicsCategories.BallCategoryMask | UInt32(n) && body1.categoryBitMask == PhysicsCategories.BoxCategoryMask | UInt32(i) {
//if body1.node != nil {
print("Ball\(n) hit Box\(i)")
//}
}
}
}
and that is now printing the correct collisions.... lovely!... onwards to
the next step... thanks again

Once you have the two nodes involved in the collision as discussed in the answer by #Luca Angeletti, you can turn those into an index in various ways.
If you've made each type of node a specialized subclass and you have the appropriate indexes stored as class members, then you can convert to the appropriate class and look at the index fields, e.g.,
if let block = nodeA as? BlockNode, let ball = nodeB as? BallNode {
print("block \(block.blockIndex) hit ball \(ball.ballIndex)")
}
Nodes are hashable, so you can have dictionaries to map them back to indexes:
if let blockIndex = blockIndexes[nodeA], let ballIndex = ballIndexes[nodeB] {
print("block \(blockIndex) hit ball \(ballIndex)")
}
You can use the userData property of nodes to store whatever you like, including the indexes. The mucking around with NS things gets kind of ugly though.
https://developer.apple.com/documentation/spritekit/sknode/1483121-userdata
You can do the linear scan through each array.
if let blockIndex = blocks.firstIndex(of: nodeA), let ballIndex = balls.firstIndex(of: nodeB) {
print("block \(blockIndex) hit ball \(ballIndex)")
}
It sounds like from your question that you might have a separate category bit mask for each individual block and each individual ball. Or if you don't, that is possible if there are at most 16 of each. Anyway, if that's the case, then you can do some bit flicking to take the categoryBitMask from the physics bodies, shift the ball/block one by 16 bits (whichever is using the high bits gets shifted), and then take log2 of the bit masks to get your indexes. You can find various bit flicking techniques for log2 here:
https://graphics.stanford.edu/~seander/bithacks.html#IntegerLogObvious
Given 16 things of each type, I'd say just do #4. If you already have subclass nodes, #1 is fine. Number 2 is spreading state around a bit, so I'm not such a fan of that. Number 3 I would not really recommend because of the NS stuff. Number 5 is too cute for its own good.
Edit: Now that I read again, it sounds like maybe you've got separate ID's for categories 1...16, so your block category bit masks are like:
blockCategoryMask | ID1, blockCategoryMask | ID2, etc. That can also work (basically a variant of #5). If you're going down that route though, you may as well just stick the index directly into the category masks:
let blockCategoryMask = UInt32(1<<4)
let ballCategoryMask = UInt32(1<<5)
Then the physics body for a block gets mask blockCategoryMask | UInt32(index), and similarly for a ball. In that case the index extraction is just categoryBitMask & UInt32(0xf). Or if you put the block and ball categories in bits 0 and 1 and the indexes in bits 2-5, then right shift by 2 to get the index.
Edit in response to comment:
OK, so let's take the case of 6 distinct categories of objects, and each object can fall into one of 16 distinct subcategories. To be able to control which contacts are reported, you'd assign a bit mask to each of the 6 main categories:
enum Category: UInt32 {
// Basic categories
case block = 0b000001
case ball = 0b000010
case shot = 0b000100
case obstacle = 0b001000
case wizard = 0b010000
case food = 0b100000
}
Since you've used 6 bits for the main category, you have 26 bits remaining. To encode the 16 subcategories needs 4 bits. You can put those in the category bit mask above the main 6 bits. Example manipulations:
func encodeObject(category: Category, subcategory: Int) -> UInt32 {
return category.rawValue | (UInt32(subcategory) << 6)
}
func nodeIsA(node: SKNode, category: Category) -> Bool {
guard let body = node.physicsBody else { return false }
return (body.categoryBitMask & category.rawValue) != 0
}
func subcategory(node: SKNode) -> Int {
guard let body = node.physicsBody else { fatalError("missing physicsbody") }
return Int(body.categoryBitMask >> 6)
}
Note that the subcategories are just sort of tagging along for the ride; all your contactBitMasks would deal only to the main categories.
Essentially you're using the fact that you've got some extra bits in the physics body category bit masks to just store random information. I've done that before with simple sprites. But if the information needed is going to get any more complex that a simple number or index, I'd recommend making subclasses of nodes rather than trying to squirrel stuff away in the unused bits.

Using contact.bodyA.node and contact.bodyB.node you can get the SKNode(s) which are involved in the contact
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
switch (contact.bodyA.node, contact.bodyB.node) {
case (let ball as Ball, let block as Block):
didBeginContactBetween(ball: ball, andBlock: block)
case (let block as Block, let ball as Ball):
didBeginContactBetween(ball: ball, andBlock: block)
default:
break
}
}
func didBeginContactBetween(ball: Ball, andBlock block: Block) {
// TODO: put your code here
}
}

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