Drop ball down screen at location of touch, - ios

I am new to Xcode and I am making an app that lets you drop a ball and hit blocks on the bottom. So far I am able to get the ball to drop when I touch anywhere on the screen however it only drops from the middle (probably because I have BALL.position = CGPoint (x: self.size.width * 0.5, y: self.size.height). how would I be able to get the ball to drop from the exact location of where I touch on the screen. Thank you!
also to get the ball to drop I used
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
Thanks again

Related

Create a new sprite every time a touch ends

I am playing around trying to learn swift and I am trying to have a brick sprite placed every time a person's touch ends. I'm new and not quite sure of if or how this is possible with spriteKit. I would like to have the brick interact with physics so if there is another way to do this without creating new sprites that would work as well
Just add the method touchesEnded to your class, create a new SpriteNode and add it to your scene. Something like this:
func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let yourNode = SKSpriteNode(imageNamed: "brick.png") //or the name of the brick texture file, if you have one
yourNode.position = CGPoint(x: 100, y: 100)
self.addChild(yourNode)
}
Here we added the node to (100,100), but you could add it to the location of the touch, adding this inside the method:
for touch in touches {
let location = touch.location(in: self)
yourNode.position = location
}
Remember to import SpriteKit to your class.

Defining my spaceship movement in spritekit game in Swift

Hi I am new to Xcode and Swift, right now I am trying to design a game that involves a spaceship as player with alien spaceships.
I ran into a little problem where I am trying to differentiate the movement of the spaceship from the firing of the spaceship.
Basically I used touchesBegan() function to run the function which my spaceship fires, and touchesMoved() function to move the spaceship's x-position.
These are the code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
pShoot()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
spaceship.run(SKAction.moveTo(x: location.x, duration: 0.5))
}
}
What I am trying to do is to differentiate the clicking or touching indicator and pressed and move indicator, in other words I dont want the spaceship to fire when I am pressed and move on the screen, and I do not want the spaceship to move when I am clicking constantly but at different position. ( touchesMoved() detects changes in touch positions so if I am clicking at different positions spaceship will move which I dont want)
I would like to know what would be the best way of implementing this, thank you.
You could try checking the area that the user pressed and deciding whether or not to move the spaceship depending on the origin of the touch.

making sprite move on swift using spritekit

I am very new to using swift and Xcode in general. I wish to create a very simple game and I am trying to figure out why my ball only goes down once rather than go up and down twice when the screen is touched
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let actionUp = SKAction.moveTo(y: 1330, duration: 0.5)
let actionDown = SKAction.moveTo(y: 50, duration: 0.5)
ball?.run(actionUp)
ball?.run(actionDown)
ball?.run(actionUp)
ball?.run(actionDown)
}
Just after the ball is told to move up, before it can do anything, it is told to move down, and then up again, and then down. Only the last action moveDown is seen because there are no other actions after it.
You need SKAction.sequence, otherwise the four actions will be run immediately one after another, before the previous one even finishes.
let sequenceOfActions = SKAction.sequence([moveUp, moveDown, moveUp, moveDown])
ball?.run(sequenceOfActions)

Swift Button acts like a sensor when finger passes on

I'm trying to make an app something like this but i couldn't find out how to do it. i have tried many things but it didn't work or i couldn't make it work since i'm very new on swift.
this is the video reference: https://youtu.be/6cCV_YsbUq0?t=2s
Thanks for your time
i am not sure , but you can try with x and y position of screen touched, to find x and y position follow this code.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self.view)
print(position.x)
print(position.y)
}
}

How to replicate iOS home screen behaviour?

I am currently working on a game in SpriteKit, where I need to move a sprite in response to touch (i.e when user swipes or pans anywhere in SKView.
I want to get the direction of pan (for swipe I know how to do it),so that the sprite will move according to pan (I have a path defined for the sprite if user pans or according to swipe if user swipes), the way touch in iOS appdrawer works i.e it responds to slightest of swipes and also pans (i.e when you pan forwards or backwards, it makes a decision whether you want to move to the next screen or not).
Is there any documentation or so? (I have gone through the UIGestureRecognizer documentation, but I haven't been able to find a way to implement it.)
I use something similar on my MenuScene, I have 3 pages setup that the user can scroll through to get various game data. But I don't want the slightest touch to move the screen, it would be to jarring for the user. So I just watch the finger movements in the Touches functions and check if the movement is greater that an amount I designate as the minimum move amount and if it is greater than I scroll the page. In your case you could handle it as; if it is greater than the minimum move amount treat as a pan else treat it as a swipe
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: UITouch = touches.first!
initialTouch = touch.location(in: self.view!)
moveAmtY = 0
moveAmtX = 0
initialPosition = menuScroller.position
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: UITouch = touches.first!
let movingPoint: CGPoint = touch.location(in: self.view!)
moveAmtX = movingPoint.x - initialTouch.x
moveAmtY = movingPoint.y - initialTouch.y
//their finger is on the page and is moving around just move the scroller and parallax backgrounds around with them
//Check if it needs to scroll to the next page when they release their finger
menuScroller.position = CGPoint(x: initialPosition.x + moveAmtX, y: initialPosition.y)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
//they havent moved far enough so just reset the page to the original position
if fabs(moveAmtX) > 0 && fabs(moveAmtX) < minimum_detect_distance {
resetPages()
}
//the user has swiped past the designated distance, so assume that they want the page to scroll
if moveAmtX < -minimum_detect_distance {
moveLeft()
}
else if moveAmtX > minimum_detect_distance {
moveRight()
}
}

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