Collision


import UIKit
import SpriteKit


enum CollisionTypes: UInt32 {
    case player = 1
    case wall = 2
    case star = 4
    case vortex = 8
    case finish = 16
}

class GameScene: SKScene, SKPhysicsContactDelegate {
 var player: SKSpriteNode!
 var block: SKSpriteNode!
 var vortex: SKSpriteNode!
 var star: SKSpriteNode!
 var finish: SKSpriteNode!
 var ball: SKShapeNode!
 var isGameOver = false

override func didMove(to view: SKView) {
backgroundColor = .white
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)

ball = SKShapeNode(circleOfRadius: 10) //circleOfRadiusで円の半径
ball.position = CGPoint(x:self.frame.midX, y:self.frame.midY+200)
ball.fillColor = UIColor.red
ball.lineWidth = 0.0
ball.strokeColor = UIColor.red
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.frame.width/2)
self.addChild(ball)
ball.physicsBody?.applyImpulse(CGVector(dx: 40, dy: 40))
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.isDynamic = false
ball.physicsBody?.friction = 0
ball.physicsBody?.restitution = 1
ball.name = "ball"
ball.physicsBody?.collisionBitMask = 0
// ball.physicsBody?.categoryBitMask = CollisionTypes.wall.rawValue
//  ball.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue

block = SKSpriteNode(imageNamed: "block")
block.position = CGPoint(x: 70, y: 200)
block.physicsBody = SKPhysicsBody(rectangleOf: block.size)
//  block.physicsBody?.categoryBitMask = CollisionTypes.wall.rawValue
//  block.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
block.physicsBody?.collisionBitMask = 0
block.physicsBody?.isDynamic = false
block.name = "block"
addChild(block)

vortex = SKSpriteNode(imageNamed: "vortex")
vortex.name = "vortex"
vortex.position = CGPoint(x: 150, y: 200)
vortex.run(SKAction.repeatForever(SKAction.rotate(byAngle: CGFloat.pi, duration: 1)))
vortex.physicsBody = SKPhysicsBody(circleOfRadius: vortex.size.width / 2)
vortex.physicsBody?.isDynamic = false
//  vortex.physicsBody?.categoryBitMask = CollisionTypes.vortex.rawValue
// vortex.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
//  vortex.physicsBody?.collisionBitMask = 0
addChild(vortex)

star = SKSpriteNode(imageNamed: "star")
star.physicsBody = SKPhysicsBody(circleOfRadius: star.size.width / 2)
star.name = "star"
star.position = CGPoint(x: 220, y: 200)
star.physicsBody?.isDynamic = false
//  star.physicsBody?.categoryBitMask = CollisionTypes.star.rawValue
//  star.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
//  star.physicsBody?.collisionBitMask = 0
addChild(star)

finish = SKSpriteNode(imageNamed: "finish")
finish.name = "finish"
finish.position = CGPoint(x: 300, y: 200)
finish.physicsBody = SKPhysicsBody(circleOfRadius: finish.size.width / 2)
finish.physicsBody?.isDynamic = false
//  finish.physicsBody?.categoryBitMask = CollisionTypes.finish.rawValue
//  finish.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
//  finish.physicsBody?.collisionBitMask = 0
addChild(finish)

player = SKSpriteNode(imageNamed: "player")
player.position = CGPoint(x: 96, y: 572)
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.allowsRotation = false
player.physicsBody?.linearDamping = 0.5
player.physicsBody?.categoryBitMask = CollisionTypes.player.rawValue
player.physicsBody?.contactTestBitMask = CollisionTypes.finish.rawValue
//  player.physicsBody?.contactTestBitMask = CollisionTypes.star.rawValue | CollisionTypes.vortex.rawValue | CollisionTypes.finish.rawValue | CollisionTypes.wall.rawValue
// player.physicsBody?.collisionBitMask = CollisionTypes.wall.rawValue
player.physicsBody?.collisionBitMask = 0
 addChild(player)
}
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
    for touches : AnyObject in touches{
    // タッチした点を得る.
     let location = touches.location(in: self)
     //   circle.position = location
     // 移動時間を1秒に指定しています。
     let travelTime = SKAction.move(to: location, duration: 1)
     player.run(travelTime)
  }
 }
override func touchesEnded(_ touches: Set, with event: UIEvent?) {
   // Stop node from moving to touch
  //   touched = false
 }

func didBegin(_ contact: SKPhysicsContact) {
    guard let nodeA = contact.bodyA.node else { return }
    guard let nodeB = contact.bodyB.node else { return }
      if nodeA == player {
         playerCollided(with: contact.bodyB.node!)
    } else if nodeB == player {
         playerCollided(with: contact.bodyA.node!)
   }
}

func playerCollided(with node: SKNode) {
   if node.name == "vortex" {
    player.physicsBody?.isDynamic = false
 //   if isGameOver == true {
 //  starfield.removeFromParent()
 //   sprite.removeFromParent()
 //   }
  //   isGameOver = true
 //   score -= 1
 //   let move = SKAction.move(to: node.position, duration: 0.25)
 let fade = SKAction.fadeAlpha(to: 0.5, duration: 1)
//    let scale = SKAction.scale(to: 0.01, duration: 1)
 //   let scale2 = SKAction.scale(to: 1, duration: 1)
//    let remove = SKAction.removeFromParent()
//   let sequence = SKAction.sequence([move, scale, scale2])
//   let moveRepeat = SKAction.repeatForever(sequence)
  player.run(fade, withKey:"moving")
  player.removeFromParent()
 //   if let action = player.action(forKey: "moving") {
 //  action.speed = 1
  //  }
let scene = GameScene2(size: self.frame.size)
    let transition = SKTransition.moveIn(with: SKTransitionDirection.right, duration: 1.5)
   self.view?.presentScene(scene, transition: transition)
 } else if node.name == "star" {
      node.removeFromParent()
 //   score += 1
  } else if node.name == "finish" {
  let move = SKAction.move(to: node.position, duration: 0.25)
  let scale = SKAction.scale(to: 0.01, duration: 1)
  let remove = SKAction.removeFromParent()
 let sequence = SKAction.sequence([move, scale, remove])
  node.run(sequence, withKey:"moving")
   //    node.setScale(1.6)
   //    node.removeFromParent()
    } else if node.name == "block" {
    //  node.removeFromParent()
 }
    else if node.name == "ball" {
  //  node.removeFromParent()
     ball.fillColor = UIColor.blue
      node.alpha = 0.6
      node.setScale(5.0)
     }
 }
override func update(_ currentTime: TimeInterval) {
  //   if !isGameOver{
   //    score += 1
  //      }
  }
}