SpriteKit SpriteNode isDynamic - ios

I'm fairly new to SpriteKit, and I've been following Paul Hudson's course "Hacking with Swift". On his Project 11, he has this relatively simple spritekit game.
I'm trying to replicate it myself, and I found something interesting which I couldnt explain.
Here is a snippet of my code:
import SpriteKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "background")
background.blendMode = .replace
background.position = CGPoint(x: 512, y: 384)
background.zPosition = -1
addChild(background)
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
addBouncer(at: CGPoint(x: 0, y: 0))
addBouncer(at: CGPoint(x: 256, y: 0))
addBouncer(at: CGPoint(x: 512, y: 0))
addBouncer(at: CGPoint(x: 768, y: 0))
addBouncer(at: CGPoint(x: 1024, y: 0))
}
func addBouncer(at position:CGPoint){
let bouncer = SKSpriteNode(imageNamed: "bouncer")
bouncer.position = position
bouncer.physicsBody = SKPhysicsBody(circleOfRadius: bouncer.size.width / 2.0)
// bouncer.physicsBody?.isDynamic = false
addChild(bouncer)
}
}
The code above produces this:
Interesting enough, if I enabled the commented code
bouncer.physicsBody?.isDynamic = false
Then I get the following:
My understanding, from Paul's video, is that the 'dynamic' attribute there affects how the 'bouncer' will react to collision with other objects. By setting to 'false', the bouncer will not move. It wont be affected by gravity either. If so, what could cause some bouncers to be rendered at the wrong location (on my first screenshot) ?
Thanks a lot for the help!

Related

Collision handling doesn't work in iOS 13

I'm currently trying to get along with the collision handling in Xcode 11 (iOS 13).
My problem is that not even Apple's example code seems to work for me.
(https://developer.apple.com/documentation/spritekit/skphysicsbody/about_collisions_and_contacts)
Example code from Apple:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let ballRadius: CGFloat = 20
let redBall = SKShapeNode(circleOfRadius: ballRadius)
redBall.fillColor = .red
redBall.position = CGPoint(x: 280, y: 320)
redBall.physicsBody = SKPhysicsBody(circleOfRadius: ballRadius)
let blueBall = SKShapeNode(circleOfRadius: ballRadius)
blueBall.fillColor = .blue
blueBall.position = CGPoint(x: 360, y: 320)
blueBall.physicsBody = SKPhysicsBody(circleOfRadius: ballRadius)
var splinePoints = [CGPoint(x: 0, y: 300),
CGPoint(x: 100, y: 50),
CGPoint(x: 400, y: 110),
CGPoint(x: 640, y: 20)]
let ground = SKShapeNode(splinePoints: &splinePoints,
count: splinePoints.count)
ground.physicsBody = SKPhysicsBody(edgeChainFrom: ground.path!)
ground.physicsBody?.restitution = 0.75
redBall.physicsBody?.collisionBitMask = 0b0001
blueBall.physicsBody?.collisionBitMask = 0b0010
ground.physicsBody?.categoryBitMask = 0b0001
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
When i run the code, both balls collide with the curve.
Is there something I did wrong or is there an updated functionality within SpriteKit I don't know about?
Thanks for your help!
I created a new Xcode project and pasted the code from the question and it eventually worked.
I don't know which of the project files was causing the issue.
Thanks for the help!

Endless Runner reposition player for equal difficulty regardless of aspect ratio

I am creating and endless runner for iphones in landscape mode using SpriteKit. I set up the scene as such:
override func viewDidLayoutSubviews() {
let scene = GameScene(size: CGSize(width: 812, height: 375))
let skView = view as! SKView
scene.backgroundColor = UIColor.red
scene.scaleMode = .aspectFill
skView.presentScene(scene)
skView.showsFPS = true
skView.showsNodeCount = true
print("Screen Size: \(GlobalProperties.screenSize.width) x \(GlobalProperties.screenSize.height)")
print("Scene Size: \(scene.size.width) x \(scene.size.height)")
}
I would like to position the player so that there is the same amount of pixels between the edge of the player and the right edge of the screen regardless of aspect ratio. Is this a reasonable practice for maintaining difficulty between devices? I have the layout setup as such:
override func didMove(to view: SKView) {
let player = SKSpriteNode(texture: SKTexture(imageNamed: "CuteMelon"))
player.anchorPoint = CGPoint(x: 0.5, y: 0.5)
player.position = CGPoint(x: frame.width - 600, y: frame.midY)
self.addChild(player)
let rect = SKSpriteNode(color: .orange, size: CGSize(width: 550, height: 200))
rect.anchorPoint = CGPoint(x: 1, y: 0.5)
rect.position = CGPoint(x: frame.width-50, y: frame.height/2)
self.addChild(rect)
}
I added the rectangle to see if in both cases the player was 600 pixels from the right (leaving a 50px gap to ensure it wasnt running off the edge)
The result is as follows:
iPhone XR: https://imgur.com/y6OYHkK which is working as intended
iPhone 8: https://imgur.com/nkrx5By which is not placing the rectangle 50 pixels from the right bound of the frame.
What do I have to do to fix this issue or should I go about solving it a different way entirely? Thank you
Simply figure out the difference between the scene size and the screen size, and shift the camera over by half that distance. The formula abs((sceneWidth - screenWidth * sceneHeight/screenHeight)/2) will get you that. What this does is scale the screen to whatever height the scene is, then subtract the two differences from the width and return half that value.
override func didMove(to view: SKView) {
let widthPadding = abs((self.frame.width - (UIScreen.main.bounds.width * self.frame.height / UIScreen.main.bounds.height )) / 2)
self.camera = self.camera ?? SKCameraNode()
self.camera.position.x += widthPadding
let player = SKSpriteNode(texture: SKTexture(imageNamed: "CuteMelon"))
player.anchorPoint = CGPoint(x: 0.5, y: 0.5)
player.position = CGPoint(x: frame.width - 600, y: frame.midY)
self.addChild(player)
let rect = SKSpriteNode(color: .orange, size: CGSize(width: 550, height: 200))
rect.anchorPoint = CGPoint(x: 1, y: 0.5)
rect.position = CGPoint(x: frame.width-50, y: frame.height/2)
self.addChild(rect)
}

Weird Spritekit Collision Bug depending on SKSpriteNode position

I'm having a weird Spritekit issue where my moving SKSpriteNode is passing through a fixed SKSpriteNode depending on the position of the fixed SKSpriteNode.
UPDATE: Code works in simulator but not on real device.
Example:
Placing my bin SKSpriteNode at position x: -500, y: 100 works fine and my moving SKSpriteNode collides as expected.
Placing my bin SKSpriteNode at position x: -600, y: 100 DOES NOT work and my moving SKSpriteNode DOES NOT collide with the bin.
Using view.showsPhysics = true shows that there is physics bodies in both cases.
x values between -500 and -508 work as expected. All other values I have tried did not work.
Collisions with my other fixed SKSpriteNodes work as expected.
enum CollisionTypes: UInt32 {
case Plane = 1
case FloorAndRoof = 2
case OtherObject = 4
case FinishPoint = 8
}
Code to create levels
func createLevel(level: Int) {
switch level {
case 1:
createFloor()
createRoof()
createTable(position: CGPoint(x: 750, y: 150))
createCeilingFan(position: CGPoint(x: 750, y: 560))
createCeilingFan(position: CGPoint(x: 2000, y: 560))
createWaterDispenser(position: CGPoint(x: 1500, y: 212))
createBin(position: CGPoint(x: -500, y: 100)) // THIS IS THE PROBLEM LOCATION
createFinishPoint(position: CGPoint(x: -500, y: 100))
break
case 2:
createFloor()
createRoof()
createTable(position: CGPoint(x: 250, y: 150))
createCeilingFan(position: CGPoint(x: 750, y: 560))
createCeilingFan(position: CGPoint(x: 2000, y: 560))
createWaterDispenser(position: CGPoint(x: 1500, y: 212))
createBin(position: CGPoint(x: -600, y: 100))
createFinishPoint(position: CGPoint(x: -300, y: 200))
break
default:
break
}
}
Moving SKSpriteNode
func createPlane() {
plane = SKSpriteNode(imageNamed: "plane1")
plane.name = "plane1"
//plane.position = CGPoint(x: -UIScreen.main.bounds.width + plane.size.width , y: 0)
plane.position = CGPoint(x: 0, y: 300)
plane.zPosition = 1
//plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.texture!.size())
plane.physicsBody = SKPhysicsBody(texture: planeTexture, size: planeTexture.size())
plane.physicsBody?.allowsRotation = true
plane.physicsBody?.categoryBitMask = CollisionTypes.Plane.rawValue
plane.physicsBody?.collisionBitMask = CollisionTypes.FloorAndRoof.rawValue | CollisionTypes.OtherObject.rawValue // dont collide with finish point
plane.physicsBody?.contactTestBitMask = CollisionTypes.FloorAndRoof.rawValue | CollisionTypes.OtherObject.rawValue | CollisionTypes.FinishPoint.rawValue
plane.physicsBody?.usesPreciseCollisionDetection = true
plane.physicsBody?.isDynamic = true
plane.physicsBody?.friction = 1
plane.physicsBody?.restitution = 0
plane.physicsBody?.mass = 0.1 // customise for different planes
plane.physicsBody?.angularDamping = 1
plane.physicsBody?.linearDamping = 0.2 // customise for different planes
liftFactor = 0.1 // customise for different planes
addChild(plane)
flightMode = 4 // dead, should drop to floor and change to mode 0 when at rest
//print(flightMode)
}
Bin SKSpriteNode that moving Plane should collide with.
func createBin(position: CGPoint) {
binFront = SKSpriteNode(imageNamed: "binFront")
binFront.name = "binFront"
binFront.setScale(0.15)
binFront.position = position
binFront.zPosition = 2 // in front of plane
addChild(binFront)
binBack = SKSpriteNode(imageNamed: "binBack")
binBack.name = "binBack"
binBack.setScale(0.15)
binBack.position = position
binBack.zPosition = 0 // behind plane
addChild(binBack)
binPhysicsBody = SKSpriteNode(imageNamed: "binPhysicsBody")
binPhysicsBody.name = "binPhysicsBody"
binPhysicsBody.physicsBody = SKPhysicsBody(texture: binPhysicsBody.texture!, size: binPhysicsBody.texture!.size())
binPhysicsBody.setScale(0.15)
binPhysicsBody.physicsBody?.allowsRotation = false
binPhysicsBody.physicsBody?.categoryBitMask = CollisionTypes.OtherObject.rawValue
binPhysicsBody.physicsBody?.collisionBitMask = CollisionTypes.Plane.rawValue
binPhysicsBody.physicsBody?.contactTestBitMask = CollisionTypes.Plane.rawValue
binPhysicsBody.physicsBody?.usesPreciseCollisionDetection = false
binPhysicsBody.physicsBody?.isDynamic = false
binPhysicsBody.physicsBody?.friction = 1
binPhysicsBody.physicsBody?.restitution = 0
binPhysicsBody.physicsBody?.mass = 50
binPhysicsBody.position = position
binPhysicsBody.zPosition = 0
addChild(binPhysicsBody)
}
I still don't know the cause of my issue but I got around it by changing the image used to create my physics body. I used a slightly thicker 'wall thickness' on the bin.

make vertical moving background

I'm beginner in Spritekit and I try to make background move vertically
I did know how
this what in the controller
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .resizeFill
skView.presentScene(scene)
}
and this the scene
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y:backgroundTexture.size().height, duration: 0)
let movingAndReplacingBackground = SKAction.repeatForever(SKAction.sequence([shiftBackground,replaceBackground]))
for i in 1...3{
background=SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: 0, y: 0)
background.size.height = self.frame.height
background.run(movingAndReplacingBackground)
self.addChild(background)
}
}
}
the problem is the background move horizontally and after it arrives to the end of screen disappear, then begins move from the beginning of the screen again
I want it work vertically without disappearing
The background move horizontally because declarations of moveBy (shiftBackground, replaceBackground) works on the x axe (horizontally). You need to work on the y axe (vertically).
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y: backgroundTexture.size().height, duration: 0)
At the first line, the background move from it position to it position - it height. At the second line, it return to it first position (I think moveBy is relative).
_
The background move again because you use the function SKAction.repeatForever (movingAndReplacingBackground). I think you can remove it.
let movingAndReplacingBackground = SKAction.sequence([shiftBackground,replaceBackground])
Edit :
I forget the loop.
In the loop, you give to the background an initial position.
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * CGFloat(i)), y: self.frame.midY)
Try to replace it by 0, middle if you want an immediately visible background
background.position = CGPoint(x: 0, y: self.frame.midY)
Or -height, 0 if you want the background appear by the top of the screen. In this case you need to replace shiftBackground and replaceBackground
background.position = CGPoint(x: -backgroundTexture.size().height, y: 0)
and
let shiftBackground = SKAction.moveBy(x: 0, y: backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y: 0, duration: 0)
I'm not sure, but I think, if you want only one mouvement, you can remove th sequence :
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let scrollByTopBackground = SKAction.moveBy(x: O, y: backgroundTexture.size().height, duration: 5)
background = SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: -backgroundTexture.size().height, y: self.frame.midY)
background.size.height = self.frame.height
background.run(scrollByTopBackground)
self.addChild(background)
}
}
Edit to answer you, try this...
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y:backgroundTexture.size().height, duration: 0)
let movingAndReplacingBackground = SKAction.repeatForever(SKAction.sequence([shiftBackground,replaceBackground]))
for i in 0...2 {
background=SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: 0, y: self.frame.midY + (backgroundTexture.size().height * CGFloat(i)))
background.size.height = self.frame.height
background.run(movingAndReplacingBackground)
self.addChild(background)
}
}

Adding an SKLabelNode to Scene Kit View

I am building a game using Scene Kit. In order to present the score I wanted to use an SKLabelNode on the screen, however, when I attach it to a SCNNode, it looks very blurry:
Here is the code that I have written to do this, please let me know if there is a better way to go about doing this without having the text be so blurry. Thank you so much!
func initHUD() {
let skScene = SKScene(size: CGSize(width: 100, height: 100))
skScene.backgroundColor = UIColor(white: 0.0, alpha: 0.0)
labelNode = SKLabelNode()
labelNode.fontSize = 20
labelNode.position.y = 50
labelNode.position.x = 50
skScene.addChild(labelNode)
let plane = SCNPlane(width: 1, height: 1)
let material = SCNMaterial()
material.lightingModelName = SCNLightingModelConstant
material.doubleSided = true
material.diffuse.contents = skScene
plane.materials = [material]
hudNode = SCNNode(geometry: plane)
hudNode.name = "HUD"
hudNode.rotation = SCNVector4(x: 1, y: 0, z: 0, w: 3.14159265)
hudNode.position = SCNVector3(x:0, y: 1, z: -5)
}
func updateHUD() {
labelNode.text = "\(score)"
}
The typical way to do a HUD for a SceneKit scene is to create a SpriteKit SKScene and set it as the overlaySKScene of your SceneKit view. Then it renders at full resolution and always at the same view-relative size and position.

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