Methods your app can implement to respond when physics bodies come into contact.


protocol SKPhysicsContactDelegate


An object that implements the SKPhysicsContactDelegate protocol can respond when two physics bodies with overlapping contactTestBitMask values are in contact with each other in a physics world. To receive contact messages, you set the contactDelegate property of a SKPhysicsWorld object. The delegate is called when a contact starts or ends.

You can use the contact delegate to play a sound or execute game logic, such as increasing a player’s score, when a contact event occurs. The following code shows how to display a shockwave effect when two nodes with the name ball come into contact. The code only creates the effect when the collision impulse is above a specified threshold:

Listing 1

Creating a shockwave effect when objects come into contact

let shockWaveAction: SKAction = {
    let growAndFadeAction =[SKAction.scale(to: 50, duration: 0.5),
                                            SKAction.fadeOut(withDuration: 0.5)])
    let sequence = SKAction.sequence([growAndFadeAction,
    return sequence

func didBegin(_ contact: SKPhysicsContact) {
    if contact.collisionImpulse > 5 &&
        contact.bodyA.node?.name == "ball" &&
        contact.bodyB.node?.name == "ball" {
        let shockwave = SKShapeNode(circleOfRadius: 1)

        shockwave.position = contact.contactPoint


Responding to Contact Events

func didBegin(SKPhysicsContact)

Called when two bodies first contact each other.

func didEnd(SKPhysicsContact)

Called when the contact ends between two physics bodies.


Inherits From

See Also

Simulating Physics

class SKPhysicsWorld

An object which encapsulates a scene's physics simulation.

class SKPhysicsBody

An object which adds physics simulation to a node.

class SKPhysicsContact

A description of the contact between two physics bodies.

class SKPhysicsJoint

The abstract superclass for objects that connect physics bodies.

class SKPhysicsJointFixed

A joint that fixes two physics bodies together.

class SKPhysicsJointLimit

A joint that imposes a maximum distance between two physics bodies, as if they were connected by a rope.

class SKPhysicsJointPin

A joint that pins together two physics bodies, allowing independent rotation.

class SKPhysicsJointSliding

A joint that allows two physics bodies to slide along an axis.

class SKPhysicsJointSpring

A joint that simulates a spring connecting two physics bodies.

class SKFieldNode

A node that applies physics effects to a portion of the scene.

class SKRegion

A definition of an arbitrary area.