
Hello.
I have a multiple collision problem. There is a bullet, which hits the enemy(red rectangle). Then, it ++ the score. There is a spiral (red circle) which is supossed to trigger the scene to end when the enemy (red rectangle) touches it.
In this situation, when enemy hits the spiral, it works, the scene ends, and we go to the menu screen. But, when bullet hits the enemy, the same thing happens, and I don't know why.
Now, here's my code:
struct PhysicsCategory {
    static let None : UInt32 = 0
    static let All : UInt32 = UInt32.max
    static let enemyOne : UInt32 = 0b1
    static let enemyTwo : UInt32 = 0b1
    static let bullet : UInt32 = 0b10
    static let spiral : UInt32 = 0b111
}
 spiral.physicsBody = SKPhysicsBody(rectangleOfSize: spiral.size)
        spiral.physicsBody?.categoryBitMask = PhysicsCategory.spiral
        spiral.physicsBody?.contactTestBitMask = PhysicsCategory.enemyOne
        spiral.physicsBody?.collisionBitMask = PhysicsCategory.None
...
        enemyOne.physicsBody = SKPhysicsBody(rectangleOfSize: enemyOne.size)
        enemyOne.physicsBody?.dynamic = true
        enemyOne.physicsBody?.categoryBitMask = PhysicsCategory.enemyOne
        enemyOne.physicsBody?.contactTestBitMask = PhysicsCategory.bullet | PhysicsCategory.spiral
        enemyOne.physicsBody?.collisionBitMask = PhysicsCategory.None
...
        bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width / 2)
        bullet.physicsBody?.dynamic = true
        bullet.physicsBody?.categoryBitMask = PhysicsCategory.bullet
        bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemyOne
        bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
        bullet.physicsBody?.usesPreciseCollisionDetection = true
...
    func bulletDidCollideWithEnemy(bullet: SKSpriteNode, enemyOne: SKSpriteNode) {
        scoreOnScreen.text = String(score)
        score++
        bullet.removeFromParent()
        enemyOne.removeFromParent()
    }
    func enemyDidCollideWithSpiral(enemyOne: SKSpriteNode, spiral: SKSpriteNode) {
        let transition = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
        let skView = self.view! as SKView
        let scene = MenuScene(size: skView.bounds.size)
        scene.scaleMode = SKSceneScaleMode.AspectFill
        skView.presentScene(scene, transition: SKTransition.crossFadeWithDuration(0.5))
    }
 // Did Begin Contact
    func didBeginContact(contact: SKPhysicsContact) {
        var firstBody : SKPhysicsBody
        var secondBody : SKPhysicsBody
        var thirdBody : SKPhysicsBody
        var fourthBody : SKPhysicsBody
        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
            firstBody = contact.bodyA
            secondBody = contact.bodyB
        } else {
            firstBody = contact.bodyB
            secondBody = contact.bodyA
        }
        if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
            thirdBody = contact.bodyA
            fourthBody = contact.bodyB
        } else {
            thirdBody = contact.bodyB
            fourthBody = contact.bodyA
        }
        if (firstBody.categoryBitMask & PhysicsCategory.enemyOne != 0) && (secondBody.categoryBitMask & PhysicsCategory.bullet != 0) {
            bulletDidCollideWithEnemy(firstBody.node as SKSpriteNode, enemyOne : secondBody.node as SKSpriteNode)
        }
        if (thirdBody.categoryBitMask & PhysicsCategory.enemyOne != 0) && (fourthBody.categoryBitMask & PhysicsCategory.spiral != 0) {
            enemyDidCollideWithSpiral(thirdBody.node as SKSpriteNode, spiral : fourthBody.node as SKSpriteNode)
        }
Now, I know it's a mess, but can anyone help me? I think it the problem has to do with the bodyA.categoryBitMask and bodyB being set to different things even thought they are the same(?). I don't know. Anyone?
 
     
    