Configure the Physics Bodies

In Chapter 8, Using the Scene Editor to Add Physics, you used the Scene Editor to add a physics body to the player node. However, as you start to build out Val’s Revenge, keeping track of the physics categories can (and will) get a little tricky. While it’s entirely possible to use only the Scene Editor, setting up the physics bodies like you did for the player node, you have another option: use components and extensions.

Unlike the physics code you wrote in Configure Physics Categories, where you simply set up a single enum to hold the physics categories using a UInt32 type, you’ll instead expand that idea and use a combination of String enums and protocols. You’ll also create and use a new physics component ...

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