Plattformkollisionen in eine Richtung in Sprite Kit

Ich mache ein Doodle Jump-Klon-Spiel in Swift und das Problem ist, dass der Spieler beim Springen mit dem Kopf auf den Boden der Plattform schlägt und nicht durchkommt. Wie kann ich den Spieler dazu bringen, die Plattform zu überqueren und durch sie zu springen? Ich habe meinen Code hier:

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {

    var hero = SKSpriteNode(imageNamed: "hero");
    var stepSizeTest = SKSpriteNode(imageNamed: "step");
    var start = false;
    var jumpSpeed = CGFloat(0);
    var gravity = CGFloat(0);
    var stepPositionDivision:CGFloat = 0 //allows the step to spawn on specific places on y axes
    var setpPositionHeightIncrease:CGFloat = 0;

    var positionX:CGFloat = 0;
    var timeInterval:NSTimeInterval = 0;
    var CurTime:NSTimeInterval = 0;
    var TimeWhenThePreviousStepSpawned:NSTimeInterval = 0;
    var standart:Bool = false;
    var move:Bool = false;
    var oneJumpOnly:Bool = false;
    var cracked:Bool = false;
    var jumped:Bool = false;

    struct PhysicsCategory{
        static var None: UInt32 = 0;
        static var step: UInt32 = 0b1;
        static var hero: UInt32 = 0b10;
        static var All: UInt32 = UInt32.max;
    }

    func didBeginContact(contact: SKPhysicsContact) {
        var contactBody1: SKPhysicsBody;
        var contactBody2: SKPhysicsBody;
        if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask){
            contactBody1 = contact.bodyA;
            contactBody2 = contact.bodyB;
        }
        else{
            contactBody1 = contact.bodyB;
            contactBody2 = contact.bodyA;
        }

        if (contactBody1.categoryBitMask == PhysicsCategory.step && contactBody2.categoryBitMask == PhysicsCategory.hero){
            jumpSpeed = CGFloat(self.frame.size.height*0.01320422535);

        }
//        if (contactBody1.categoryBitMask == PhysicsCategory.ground && contactBody2.categoryBitMask == PhysicsCategory.hero){
//
//        }
    }

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        stepPositionDivision = self.frame.size.height/23;

        jumpSpeed = CGFloat(self.frame.size.height*0.01320422535);
        gravity = CGFloat(self.frame.size.height*(-0.0003521126761));

        self.physicsWorld.contactDelegate = self;

        self.physicsWorld.gravity = CGVectorMake(0,0);

        let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame);
        sceneBody.friction = 0;
        self.physicsBody = sceneBody;


        self.hero.anchorPoint = CGPoint(x: 0.5, y: 0.5);
        self.hero.position = CGPoint(x:self.frame.size.width/2, y:self.hero.size.height/2);
        self.hero.physicsBody = SKPhysicsBody(rectangleOfSize: self.hero.size)
        self.hero.physicsBody?.restitution = 1;
        self.hero.physicsBody?.affectedByGravity = false;
        self.hero.physicsBody?.friction = 0;
        self.hero.physicsBody?.categoryBitMask = PhysicsCategory.hero;
        self.hero.physicsBody?.collisionBitMask = PhysicsCategory.step;
        self.hero.physicsBody?.contactTestBitMask = PhysicsCategory.step;

        self.addChild(self.hero);
    }

    func ranPositionX() -> CGFloat{
        let stepSise = UInt32(self.stepSizeTest.size.width)
        let posX = arc4random_uniform(UInt32(self.frame.size.width) - stepSise) + stepSise
        return CGFloat(posX)
    }

    func stepSpawn(){
        if (setpPositionHeightIncrease < self.frame.size.height){
            let step = SKSpriteNode(imageNamed: "step");
            let posX = ranPositionX()

            step.anchorPoint = CGPoint(x: 0.5, y: 0.5);
            step.position = CGPoint(x:posX, y:setpPositionHeightIncrease);
            step.physicsBody = SKPhysicsBody(rectangleOfSize: step.size);
            step.physicsBody?.affectedByGravity = false;
            step.physicsBody?.dynamic = true;
            step.physicsBody?.friction = 0;
            step.physicsBody?.categoryBitMask = PhysicsCategory.step;
            step.physicsBody?.collisionBitMask = PhysicsCategory.None;
            step.physicsBody?.contactTestBitMask = PhysicsCategory.hero;

            self.addChild(step);
            setpPositionHeightIncrease += stepPositionDivision
        }
    }

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
       /* Called when a touch begins */
        for touch in touches {

        }
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */

        self.hero.position.y += jumpSpeed
        jumpSpeed += gravity

        if (start == false){
            //self.hero.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 40))
            start = true;
        }
        stepSpawn()
    }
}

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