How can you check a collision of two nodes without changing their position?





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I'd like to test when one node touches another. For this I use the following code:



struct physicBodyCharacters {
static let cardNumber = 1
static let anotherCardNumber = 2
static let nobodyNumber = 0
}


First Node:



card = SKSpriteNode(texture: cardTexture)
card.position = CGPoint(x: gameScene2.size.width / 2 + 150, y: 95)
card.zPosition = 3
card.setScale(1)
card.physicsBody = SKPhysicsBody(texture: cardTexture, size: card.size)
card.physicsBody?.affectedByGravity = false
card.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.cardNumber)
card.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
card.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.anotherCardNumber)


Second Node:



anotherCard = SKSpriteNode(texture: anotherCardTexture)
anotherCard.position = CGPoint(x: 31 , y: 532)
anotherCard.zPosition = 2
anotherCard.setScale(1)
anotherCard.physicsBody = SKPhysicsBody(texture: anotherCardTexture, size: anotherCard.size)
anotherCard.physicsBody?.affectedByGravity = false
anotherCard.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.anotherCardNumber)
anotherCard.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
anotherCard.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.cardNumber)


didBegin Function:



func didBegin(_ contact: SKPhysicsContact) {
print("contact")
let contanctMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

switch contanctMask
{
case UInt32(physicBodyCharacters.cardNumber) | UInt32(physicBodyCharacters.anotherCardNumber):
print("hit")
default:
break
}
}


My goal is that "hit" will be output, but without changing the positions of card and anotherCard. They should touch each other, but not move.



Thank you in advance










share|improve this question





























    0















    I'd like to test when one node touches another. For this I use the following code:



    struct physicBodyCharacters {
    static let cardNumber = 1
    static let anotherCardNumber = 2
    static let nobodyNumber = 0
    }


    First Node:



    card = SKSpriteNode(texture: cardTexture)
    card.position = CGPoint(x: gameScene2.size.width / 2 + 150, y: 95)
    card.zPosition = 3
    card.setScale(1)
    card.physicsBody = SKPhysicsBody(texture: cardTexture, size: card.size)
    card.physicsBody?.affectedByGravity = false
    card.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.cardNumber)
    card.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
    card.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.anotherCardNumber)


    Second Node:



    anotherCard = SKSpriteNode(texture: anotherCardTexture)
    anotherCard.position = CGPoint(x: 31 , y: 532)
    anotherCard.zPosition = 2
    anotherCard.setScale(1)
    anotherCard.physicsBody = SKPhysicsBody(texture: anotherCardTexture, size: anotherCard.size)
    anotherCard.physicsBody?.affectedByGravity = false
    anotherCard.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.anotherCardNumber)
    anotherCard.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
    anotherCard.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.cardNumber)


    didBegin Function:



    func didBegin(_ contact: SKPhysicsContact) {
    print("contact")
    let contanctMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

    switch contanctMask
    {
    case UInt32(physicBodyCharacters.cardNumber) | UInt32(physicBodyCharacters.anotherCardNumber):
    print("hit")
    default:
    break
    }
    }


    My goal is that "hit" will be output, but without changing the positions of card and anotherCard. They should touch each other, but not move.



    Thank you in advance










    share|improve this question

























      0












      0








      0








      I'd like to test when one node touches another. For this I use the following code:



      struct physicBodyCharacters {
      static let cardNumber = 1
      static let anotherCardNumber = 2
      static let nobodyNumber = 0
      }


      First Node:



      card = SKSpriteNode(texture: cardTexture)
      card.position = CGPoint(x: gameScene2.size.width / 2 + 150, y: 95)
      card.zPosition = 3
      card.setScale(1)
      card.physicsBody = SKPhysicsBody(texture: cardTexture, size: card.size)
      card.physicsBody?.affectedByGravity = false
      card.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.cardNumber)
      card.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
      card.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.anotherCardNumber)


      Second Node:



      anotherCard = SKSpriteNode(texture: anotherCardTexture)
      anotherCard.position = CGPoint(x: 31 , y: 532)
      anotherCard.zPosition = 2
      anotherCard.setScale(1)
      anotherCard.physicsBody = SKPhysicsBody(texture: anotherCardTexture, size: anotherCard.size)
      anotherCard.physicsBody?.affectedByGravity = false
      anotherCard.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.anotherCardNumber)
      anotherCard.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
      anotherCard.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.cardNumber)


      didBegin Function:



      func didBegin(_ contact: SKPhysicsContact) {
      print("contact")
      let contanctMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

      switch contanctMask
      {
      case UInt32(physicBodyCharacters.cardNumber) | UInt32(physicBodyCharacters.anotherCardNumber):
      print("hit")
      default:
      break
      }
      }


      My goal is that "hit" will be output, but without changing the positions of card and anotherCard. They should touch each other, but not move.



      Thank you in advance










      share|improve this question














      I'd like to test when one node touches another. For this I use the following code:



      struct physicBodyCharacters {
      static let cardNumber = 1
      static let anotherCardNumber = 2
      static let nobodyNumber = 0
      }


      First Node:



      card = SKSpriteNode(texture: cardTexture)
      card.position = CGPoint(x: gameScene2.size.width / 2 + 150, y: 95)
      card.zPosition = 3
      card.setScale(1)
      card.physicsBody = SKPhysicsBody(texture: cardTexture, size: card.size)
      card.physicsBody?.affectedByGravity = false
      card.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.cardNumber)
      card.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
      card.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.anotherCardNumber)


      Second Node:



      anotherCard = SKSpriteNode(texture: anotherCardTexture)
      anotherCard.position = CGPoint(x: 31 , y: 532)
      anotherCard.zPosition = 2
      anotherCard.setScale(1)
      anotherCard.physicsBody = SKPhysicsBody(texture: anotherCardTexture, size: anotherCard.size)
      anotherCard.physicsBody?.affectedByGravity = false
      anotherCard.physicsBody?.categoryBitMask = UInt32(physicBodyCharacters.anotherCardNumber)
      anotherCard.physicsBody?.collisionBitMask = UInt32(physicBodyCharacters.nobodyNumber)
      anotherCard.physicsBody?.contactTestBitMask = UInt32(physicBodyCharacters.cardNumber)


      didBegin Function:



      func didBegin(_ contact: SKPhysicsContact) {
      print("contact")
      let contanctMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

      switch contanctMask
      {
      case UInt32(physicBodyCharacters.cardNumber) | UInt32(physicBodyCharacters.anotherCardNumber):
      print("hit")
      default:
      break
      }
      }


      My goal is that "hit" will be output, but without changing the positions of card and anotherCard. They should touch each other, but not move.



      Thank you in advance







      swift xcode






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      asked Nov 23 '18 at 20:41









      TimKrsTimKrs

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