SpriteKit: calculate angle of joystick and change sprite based on that - ios

I am making a RPG Birds-eye style game with SpriteKit. I made a joystick because a D-Pad does not give the player enough control over his character.
I cannot wrap my brain around how I would calculate the neccessary data needed to change the Sprite of my character based on the angle of the joystick thumb Node.
Here is my code I am using
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if isTracking == false && base.contains(location) {
isTracking = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location: CGPoint = touch.location(in: self)
if isTracking == true {
let v = CGVector(dx: location.x - base.position.x, dy: location.y - DPad.position.y)
let angle = atan2(v.dy, v.dx)
let deg = angle * CGFloat(180 / Double.pi)
let Length:CGFloat = base.frame.size.height / 2
let xDist: CGFloat = sin(angle - 1.57079633) * Length
let yDist: CGFloat = cos(angle - 1.57079633) * Length
print(xDist,yDist)
xJoystickDelta = location.x * base.position.x / CGFloat(Double.pi)
yJoystickDelta = location.y * base.position.y / CGFloat(Double.pi)
if base.contains(location) {
thumbNode.position = location
} else {
thumbNode.position = CGPoint(x: base.position.x - xDist, y: base.position.y + yDist)
}
}
}
}
Update method
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if xJoystickDelta > 0 && yJoystickDelta < 0 {
print("forward")
}
}
The way I have set up right now tests the positive or negative state of the Joystick position in a cross method based on where the thumb Node is inside of the four marked sections below
I dont want it to do that
How can I set it up so that it changes the sprite based on where the thumb node is actually pointing inside my joysticks base like so.
I have been struggling with this for 3 days now so any help would be appreciated.

That looks far too complicated. Just compare the x and y components
of the difference vector v. Something like this:
if v.dx > abs(v.dy) {
// right
} else if v.dx < -abs(v.dy) {
// left
} else if v.dy < 0 {
// up
} else if v.dy > 0 {
// down
}

Related

Why my sprite keeps flipping right when I move it left?

I have a sprite that scales to 1 or -1 when moving right or left, if I move fast the finger it works fine, if I drag it slowly it doesn't stay in the left position and keeps flipping left and right. How can I solve it? This is how I handle the character movement:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
player.run(SKAction.move(to: CGPoint(x: playerPosition.x + location.x - startTouch.x, y: self.frame.height/2.5), duration: 0.1))
}
let touchLoc = touch!.location(in: self)
let prevTouchLoc = touch!.previousLocation(in: self)
let deltaX = touchLoc.x - prevTouchLoc.x
player.position.x += deltaX
player.xScale = deltaX < 0 ? 1 : -1
}
//set x flip based on delta
if deltaX < 0 {
player.xScale = -1
} else if deltaX > 0 {
player.xScale = 1
}
Don’t change xScale if deltaX is 0

Swift 3 Gesture Recognizers path.boundingBox is infinite

I wanted to learn more about custom gesture recognizers so I was reading the Ray Wenderlich tutorial, which I planned to modify in order to learn the details and what I can change easily to learn how each piece works, but it was written in a previous version of Swift. Swift updated most of the code and I was able to fix the rest manually except that I am having trouble getting the touch gestures to be drawn on the screen, and no shapes are recognized as circles, which I'm hoping both tie back to the same problem. The website and code snippet are as follows:
https://www.raywenderlich.com/104744/uigesturerecognizer-tutorial-creating-custom-recognizers
import UIKit
import UIKit.UIGestureRecognizerSubclass
class CircleGestureRecognizer: UIGestureRecognizer {
fileprivate var touchedPoints = [CGPoint]() // point history
var fitResult = CircleResult() // information about how circle-like is the path
var tolerance: CGFloat = 0.2 // circle wiggle room, lower is more circle like higher is oval or other
var isCircle = false
var path = CGMutablePath() // running CGPath - helps with drawing
override func touchesBegan(_ touches: (Set<UITouch>!), with event: UIEvent) {
if touches.count != 1 {
state = .failed
}
state = .began
let window = view?.window
if let touches = touches, let loc = touches.first?.location(in: window) {
//print("path 1 \(path.currentPoint)")
path.move(to: CGPoint(x: loc.x, y: loc.y)) // start the path
print("path 2 \(path.currentPoint)")
}
//super.touchesBegan(touches, with: event)
}
override func touchesMoved(_ touches: (Set<UITouch>!), with event: UIEvent) {
// 1
if state == .failed {
return
}
// 2
let window = view?.window
if let touches = touches, let loc = touches.first?.location(in: window) {
// 3
touchedPoints.append(loc)
print("path 3 \(path.currentPoint)")
path.move(to: CGPoint(x: loc.x, y: loc.y))
print("path 4 \(path.currentPoint)")
// 4
state = .changed
}
}
override func touchesEnded(_ touches: (Set<UITouch>!), with event: UIEvent) {
print("path 5 \(path.currentPoint)")
// now that the user has stopped touching, figure out if the path was a circle
fitResult = fitCircle(touchedPoints)
// make sure there are no points in the middle of the circle
let hasInside = anyPointsInTheMiddle()
let percentOverlap = calculateBoundingOverlap()
isCircle = fitResult.error <= tolerance && !hasInside && percentOverlap > (1-tolerance)
state = isCircle ? .ended : .failed
}
override func reset() {
//super.reset()
touchedPoints.removeAll(keepingCapacity: true)
path = CGMutablePath()
isCircle = false
state = .possible
}
fileprivate func anyPointsInTheMiddle() -> Bool {
// 1
let fitInnerRadius = fitResult.radius / sqrt(2) * tolerance
// 2
let innerBox = CGRect(
x: fitResult.center.x - fitInnerRadius,
y: fitResult.center.y - fitInnerRadius,
width: 2 * fitInnerRadius,
height: 2 * fitInnerRadius)
// 3
var hasInside = false
for point in touchedPoints {
if innerBox.contains(point) {
hasInside = true
break
}
}
//print(hasInside)
return hasInside
}
fileprivate func calculateBoundingOverlap() -> CGFloat {
// 1
let fitBoundingBox = CGRect(
x: fitResult.center.x - fitResult.radius,
y: fitResult.center.y - fitResult.radius,
width: 2 * fitResult.radius,
height: 2 * fitResult.radius)
let pathBoundingBox = path.boundingBox
// 2
let overlapRect = fitBoundingBox.intersection(pathBoundingBox)
// 3
let overlapRectArea = overlapRect.width * overlapRect.height
let circleBoxArea = fitBoundingBox.height * fitBoundingBox.width
let percentOverlap = overlapRectArea / circleBoxArea
print("Percent Overlap \(percentOverlap)")
print("pathBoundingBox \(pathBoundingBox)")
print("path 6 \(path.currentPoint)")
return percentOverlap
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
state = .cancelled // forward the cancel state
}
}
As shown in the tutorial this bit of code is supposed to compare a bounding box for the path to a box that would fit a circle and compare the overlap, but when I print the pathBoundingBox is states: "pathBoundingBox (inf, inf, 0.0, 0.0)" which is probably why the percentOverlap is 0. I was thinking it was the path.move(to: loc) where loc is the first touch location but the documentation for move(to:) says "This method implicitly ends the current subpath (if any) and sets the current point to the value in the point parameter." so I'm struggling to figure out why the path.boundingBox is infinite...
That's not an infinite bounding box, it's just the opposite — a zero bounding box. The problem is that your path is empty.

Swift 3 Generate evenly-spaced SKSpriteNodes along path drawn by user

everyone! First of all, I'm aware that this question is very similar to Draw images evenly spaced along a path in iOS. However, that is in Objective-C (which I can't read) and it is in a normal ViewController working with CGImageRefs. I need it in swift and using SKSpriteNodes (not CGImageRefs). Here's my issue:
I'm trying to make a program that lets the user draw a simple shape (like a circle) and places SKSpriteNodes at fixed intervals along the path drawn by the user. I've got it working fine at a slow pace, but if the user draws too quickly then the nodes get placed too far apart. Here's an example of when I draw it slowly:
User-drawn path with nodes placed approximately 60 pixels apart from each other. Blue is the start node, purple is the end node.
The goal is that each node would have a physicsBody that kept entities from crossing the line drawn by the user (those entities wouldn't be able to squeeze in between evenly spaced nodes). If the user draws too fast, however, there will be a gap in defenses that I can't fix. For example:
Note the visibly larger gap between the 7th and 8th nodes. This occurred because I drew too quickly. Many people have questions that are slightly similar but are unhelpful for my task (e.g. place a specific amount of nodes evenly spaced along a path, rather than place as many nodes as neccessary to get them 60 pixels apart along the path).
In conclusion, here is my main question again: How can I place nodes perfectly spaced along a user-drawn path of any shape? Thank you in advance for your help! Here is my GameScene.swift file:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
let minDist: CGFloat = 60 //The minimum distance between one point and the next
var points: [CGPoint] = []
var circleNodes: [SKShapeNode] = []
override func didMove(to view: SKView) {
}
func getDistance (fromPoint: CGPoint, toPoint: CGPoint) -> CGFloat {
let deltaX = fromPoint.x - toPoint.x
let deltaY = fromPoint.y - toPoint.y
let deltaXSquared = deltaX*deltaX
let deltaYSquared = deltaY*deltaY
return sqrt(deltaXSquared + deltaYSquared) //Return the distance
}
func touchDown(atPoint pos : CGPoint) {
self.removeAllChildren()
//The first time the user touches, we need to place a point and mark that as the firstCircleNode
print(pos)
points.append(pos)
//allPoints.append(pos)
let firstCircleNode = SKShapeNode(circleOfRadius: 5.0)
firstCircleNode.fillColor = UIColor.blue
firstCircleNode.strokeColor = UIColor.blue
firstCircleNode.position = pos
circleNodes.append(firstCircleNode)
self.addChild(firstCircleNode)
}
func touchMoved(toPoint pos : CGPoint) {
let lastIndex = points.count - 1 //The index of the last recorded point
let distance = getDistance(fromPoint: points[lastIndex], toPoint: pos)
//vector_distance(vector_double2(Double(points[lastIndex].x), Double(points[lastIndex].y)), vector_double2(Double(pos.x), Double(pos.y))) //The distance between the user's finger and the last placed circleNode
if distance >= minDist {
points.append(pos)
//Add a box to that point
let newCircleNode = SKShapeNode(circleOfRadius: 5.0)
newCircleNode.fillColor = UIColor.red
newCircleNode.strokeColor = UIColor.red
newCircleNode.position = pos
circleNodes.append(newCircleNode)
self.addChild(newCircleNode)
}
}
func touchUp(atPoint pos : CGPoint) {
//When the user has finished drawing a circle:
circleNodes[circleNodes.count-1].fillColor = UIColor.purple //Make the last node purple
circleNodes[circleNodes.count-1].strokeColor = UIColor.purple
//Calculate the distance between the first placed node and the last placed node:
let distance = getDistance(fromPoint: points[0], toPoint: points[points.count-1])
//vector_distance(vector_double2(Double(points[0].x), Double(points[0].y)), vector_double2(Double(points[points.count - 1].x), Double(points[points.count - 1].y)))
if distance <= minDist { //If the distance is closer than the minimum distance
print("Successful circle")
} else { //If the distance is too far
print("Failed circle")
}
points = []
circleNodes = []
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
You could try resizing the vector:
func touchMoved(toPoint pos : CGPoint) {
let lastIndex = points.count - 1 //The index of the last recorded point
let distance = getDistance(fromPoint: points[lastIndex], toPoint: pos)
if distance >= minDist {
// find a new "pos" which is EXACTLY minDist distant
let vx = pos.x - points[lastIndex].x
let vy = pos.y - points[lastIndex].y
vx /= distance
vy /= distance
vx *= minDist
vy *= minDist
let newpos = CGPoint(x: vx, y:vy)
points.append(newpos)
//Add a box to that point
let newCircleNode = SKShapeNode(circleOfRadius: 5.0)
newCircleNode.fillColor = UIColor.red
newCircleNode.strokeColor = UIColor.red
newCircleNode.position = newpos // NOTE
circleNodes.append(newCircleNode)
self.addChild(newCircleNode)
}
}
It probably won't be perfect but might look better.
I've figured it out! I was inspired by Christian Cerri's suggestion so I used the following code to make what I wanted:
import SpriteKit
import GameplayKit
// MARK: - GameScene
class GameScene: SKScene {
// MARK: - Allows me to work with vectors. Derived from https://www.raywenderlich.com/145318/spritekit-swift-3-tutorial-beginners
func subtract(point: CGPoint, fromPoint: CGPoint) -> CGPoint {
return CGPoint(x: point.x - fromPoint.x, y: point.y - fromPoint.y) //Returns a the first vector minus the second
}
func add(point: CGPoint, toPoint: CGPoint) -> CGPoint {
return CGPoint(x: point.x + toPoint.x, y: point.y + toPoint.y) //Returns a the first vector minus the second
}
func multiply(point: CGPoint, by scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x * scalar, y: point.y * scalar)
}
func divide(point: CGPoint, by scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x / scalar, y: point.y / scalar)
}
func magnitude(point: CGPoint) -> CGFloat {
return sqrt(point.x*point.x + point.y*point.y)
}
func normalize(aPoint: CGPoint) -> CGPoint {
return divide(point: aPoint, by: magnitude(point: aPoint))
}
// MARK: - Properties
let minDist: CGFloat = 60
var userPath: [CGPoint] = [] //Holds the coordinates collected when the user drags their finger accross the screen
override func didMove(to view: SKView) {
}
// MARK: - Helper methods
func getDistance (fromPoint: CGPoint, toPoint: CGPoint) -> CGFloat
{
let deltaX = fromPoint.x - toPoint.x
let deltaY = fromPoint.y - toPoint.y
let deltaXSquared = deltaX*deltaX
let deltaYSquared = deltaY*deltaY
return sqrt(deltaXSquared + deltaYSquared) //Return the distance
}
func touchDown(atPoint pos : CGPoint) {
userPath = []
self.removeAllChildren()
//Get the first point the user makes
userPath.append(pos)
}
func touchMoved(toPoint pos : CGPoint) {
//Get every point the user makes as they drag their finger across the screen
userPath.append(pos)
}
func touchUp(atPoint pos : CGPoint) {
//Get the last position the user was left touching when they've completed the motion
userPath.append(pos)
//Print the entire path:
print(userPath)
print(userPath.count)
plotNodesAlongPath()
}
/**
Puts nodes equidistance from each other along the path that the user placed
*/
func plotNodesAlongPath() {
//Start at the first point
var currentPoint = userPath[0]
var circleNodePoints = [currentPoint] //Holds the points that I will then use to generate circle nodes
for i in 1..<userPath.count {
let distance = getDistance(fromPoint: currentPoint, toPoint: userPath[i]) //The distance between the point and the next
if distance >= minDist { //If userPath[i] is at least minDist pixels away
//Then we can make a vector that points from currentPoint to userPath[i]
var newNodePoint = subtract(point: userPath[i], fromPoint: currentPoint)
newNodePoint = normalize(aPoint: newNodePoint) //Normalize the vector so that we have only the direction and a magnitude of 1
newNodePoint = multiply(point: newNodePoint, by: minDist) //Stretch the vector to a length of minDist so that we now have a point for the next node to be drawn on
newNodePoint = add(point: currentPoint, toPoint: newNodePoint) //Now add the vector to the currentPoint so that we get a point in the correct position
currentPoint = newNodePoint //Update the current point. Next we want to draw a point minDist away from the new current point
circleNodePoints.append(newNodePoint) //Add the new node
}
//If distance was less than minDist, then we want to move on to the next point in line
}
generateNodesFromPoints(positions: circleNodePoints)
}
func generateNodesFromPoints(positions: [CGPoint]) {
print("generateNodesFromPoints")
for pos in positions {
let firstCircleNode = SKShapeNode(circleOfRadius: 5.0)
firstCircleNode.fillColor = UIColor.blue
firstCircleNode.strokeColor = UIColor.blue
firstCircleNode.position = pos //Put the node in the correct position
self.addChild(firstCircleNode)
}
}
// MARK: - Touch responders
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
And this results in the following:
No matter how quickly the user moves their finger, it places nodes evenly along their path. Thanks so much for your help, and I hope it helps more people in the future!

Moving SKSpriteNode in a semi circle with a virtual joystick

I am making a game that contains a virtual joystick. My joystick is composed by two SKSpriteNode, one for the stick the other for the base panel. ( see the picture below )
Obviously my joystick can only be moved following the green semi-circle on the panel.
My problem here is that i'm trying to make it happen, here is my code for now:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
guard isTracking else {
return
}
let maxDistantion = panel.radius
let realDistantion = sqrt(pow(location.x, 2) + pow(location.y, 2))
let needPosition = realDistantion <= maxDistantion ? CGPoint(x: location.x, y: location.y) : CGPoint(x: location.x / realDistantion * maxDistantion, y: location.y / realDistantion * maxDistantion)
if (needPosition.y > 0) {
stick.position = needPosition
} else {
stick.position = CGPoint(x: needPosition.x, y: 0)
}
data = AnalogJoystickData(velocity: needPosition, angular: -atan2(needPosition.x, needPosition.y))
}
}
With this code, I can move into the semi-circle, but I would to only move my stick onto the green line, if someone can help me with my poor mathematics
Thank you

SpriteKit friction not seeming to working properly

On a project in Xcode 7 I have a few SKSpriteNodes that move back and forth on the screen and another one, called user, that is meant to jump from sprite to sprite, progressively up the screen. However, when user lands on one of the moving sprites the moving sprite just slides right out from under it and user falls back down. I thought that this meant that I needed to increase the friction property on the nodes so that user would "stick" to the nodes, but this just makes it bounce on the other nodes. My problem is that the nodes moving back and forth seem to "slippery," and user just doesn't stay on them.
Here's my code:
My class for user:
class UserNode: SKSpriteNode
{
class func newNode(position position: CGPoint) -> UserNode
{
let position = position
let sprite = UserNode(imageNamed: "userImage")
sprite.position = position
sprite.size = CGSize(width: sprite.size.width * 2, height: sprite.size.height * 2)
sprite.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "userImage"), size: sprite.size)
sprite.physicsBody?.affectedByGravity = true
sprite.physicsBody?.dynamic = true
sprite.physicsBody?.allowsRotation = false
sprite.physicsBody?.friction = 0.2
return sprite
}
}
and for moving user (the methods in my gamescene)
let scale: CGFloat = 2.0
let damping: CGFloat = 0.98
var point = CGPoint?()
func moveNodeToPoint(sprite: SKSpriteNode, point: CGPoint)
{
let dx = (point.x - sprite.position.x) * scale
let dy = (point.y - sprite.position.y) * scale
sprite.physicsBody?.velocity = CGVectorMake(dx, dy)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
/* Called when a touch begins */
for _: AnyObject in touches
{
if !welcomeNode.hidden
{
let fadeAway = SKAction.fadeOutWithDuration(0.3)
welcomeNode.runAction(fadeAway)
directionsNode.runAction(fadeAway)
touchStartNode.runAction(fadeAway)
welcomeNode.hidden = true
directionsNode.hidden = true
touchStartNode.hidden = true
}
//////////
point = CGPointMake(self.frame.midX, user.position.y + 300)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?)
{
point = nil
}
override func update(currentTime: CFTimeInterval)
{
/* Called before each frame is rendered */
if (point != nil)
{
moveNodeToPoint(user, point: point!)
}
else
{
let dx = user.physicsBody!.velocity.dx * damping
let dy = user.physicsBody!.velocity.dy * damping
user.physicsBody?.velocity = CGVectorMake(dx, dy)
}
}
and for moving the platforms:
let screenSize = UIScreen.mainScreen().bounds
let width = screenSize.size.width * 2
let firstAction = SKAction.moveBy(CGVector(dx: width, dy: 0), duration: 2)
let secondAction = SKAction.moveBy(CGVector(dx: -width, dy: 0), duration: 2)
let actions = [firstAction, secondAction]
let barAction = SKAction.sequence(actions)
let mainBarAction = SKAction.repeatActionForever(barAction)
platform.runAction(mainBarAction)

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