How to detect no collision in a sprite kit game - ios

I'm doing a game where you have to capture candies using a spider hung by a thread, as I show in this link: Game screenshot (I'm new here so I can't post images yet). I already have the movement of the spider from left to right and also I'm able to catch the candies using SKAction moving through 'Y', my only issue is I didn't figure it out yet how to know if the spider don't capture any candy, during his movement, I was trying use the allContactedBodies function when the action finish but the count of the array returned is always zero. Any suggestions?
Here is the code :
class GameScene: SKScene, SKPhysicsContactDelegate {
private var rope = SKSpriteNode(imageNamed: "rope")
private var anchor = SKSpriteNode(imageNamed: "anchor")
private var currentCharacter: SKSpriteNode!
private var candy: SKSpriteNode!
var direction : String = "backward"
var lastCandyAdded: TimeInterval = 0
let candyVelocity: CGFloat = 4.0
let characterBitMask : UInt32 = 0x1 << 1
let candyBitMask: UInt32 = 0x1 << 2
let characterVelocity: CGFloat = 18.0
var direction : String = "backward"
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.addAnchor()
self.addRope()
self.addCharacter()
let jointOneFixed = SKPhysicsJointFixed.joint(withBodyA: anchor.physicsBody!, bodyB: rope.physicsBody!, anchor: anchor.position)
self.physicsWorld.add(jointOneFixed);
let jointTwoFixed = SKPhysicsJointFixed.joint(withBodyA: rope.physicsBody!, bodyB: currentCharacter.physicsBody!, anchor: currentCharacter.position)
self.physicsWorld.add(jointTwoFixed);
}
func addAnchor(){
anchor.position = CGPoint(x: self.size.width / 2, y: self.size.height + 1)
anchor.anchorPoint = CGPoint(x: 0.5, y: 0.5)
anchor.setScale(1)
anchor.zPosition = 2
anchor.name = "anchor"
anchor.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: anchor.size.width, height: anchor.size.height))
anchor.physicsBody?.affectedByGravity = false
anchor.physicsBody?.friction = 0;
anchor.physicsBody?.linearDamping = 0;
anchor.physicsBody?.mass = 10;
self.addChild(anchor)
}
func addCharacter() {
let characterName: String = UserDefaults.standard.string(forKey: "current_character")!
currentCharacter = SKSpriteNode(imageNamed: characterName);
currentCharacter.position = CGPoint(x: self.size.width / 2, y: self.size.height - 400)
currentCharacter.anchorPoint = CGPoint(x: 0.5, y: 0.5)
currentCharacter.setScale(0.43)
currentCharacter.zPosition = 2
currentCharacter.name = "character"
currentCharacter.physicsBody = SKPhysicsBody(rectangleOf: currentCharacter.size)
currentCharacter.physicsBody?.categoryBitMask = characterBitMask
currentCharacter.physicsBody?.contactTestBitMask = candyBitMask
currentCharacter.physicsBody?.collisionBitMask = candyBitMask;
currentCharacter.physicsBody?.affectedByGravity = false;
currentCharacter.physicsBody?.friction = 0;
currentCharacter.physicsBody?.linearDamping = 0;
currentCharacter.physicsBody?.mass = 20;
self.addChild(currentCharacter)
}
func addRope() {
rope.position = CGPoint(x: anchor.position.x, y: anchor.position.y - 70)
rope.setScale(0.65)
rope.zPosition = 1
rope.name = "rope"
rope.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: rope.size.width, height: rope.size.height))
rope.physicsBody?.affectedByGravity = false;
rope.physicsBody?.friction = 0;
rope.physicsBody?.linearDamping = 0;
rope.physicsBody?.mass = 5;
rope.physicsBody?.allowsRotation = false
self.addChild(rope)
}
func addCandy() {
let number = Int.random(min: 1, max: 24)
let candyWord = "candie"
let candyTexture = SKTexture(imageNamed: "\(candyWord)\(number)")
candy = SKSpriteNode(texture: candyTexture)
candy.zPosition = 3
candy.setScale(0.40)
candy.physicsBody = SKPhysicsBody(circleOfRadius: max(candy.size.width / 2, candy.size.height / 2))
candy.physicsBody?.isDynamic = true
candy.name = "candy"
candy.physicsBody?.categoryBitMask = candyBitMask
candy.physicsBody?.contactTestBitMask = characterBitMask
candy.physicsBody?.collisionBitMask = characterBitMask
candy.physicsBody?.affectedByGravity = false
candy.position = CGPoint(x: self.frame.size.width + 20, y: self.frame.size.height / 2 + 150)
self.addChild(candy)
}
func moveCandy() {
self.enumerateChildNodes(withName: "candy", using: {(node, stop) -> Void in
if let candy = node as? SKSpriteNode {
candy.position = CGPoint(x: candy.position.x - self.candyVelocity, y: candy.position.y)
if candy.position.x < 0 {
candy.removeFromParent()
}
}
})
}
override func update(_ currentTime: TimeInterval) {
self.moveCandy()
self.moveCharacter()
if currentTime - self.lastCandyAdded > 0.75 {
self.lastCandyAdded = currentTime + Double.random(min: 0.00, max: 0.60)
self.addCandy()
}
}
func collisionBetween(candy: SKNode, object: SKNode) {
let moveUp = SKAction.moveBy(x: 0, y: 100, duration:0.0)
let shrinkRope = SKAction.animate(with: [SKTexture(imageNamed: "rope")], timePerFrame: 0)
let moveUpBlock = SKAction.run({
self.anchor.run(moveUp)
})
let shrinkRopeBlock = SKAction.run({
self.rope.run(shrinkRope)
})
let sequence = SKAction.sequence([SKAction.wait(forDuration: 0.07), shrinkRopeBlock, moveUpBlock])
self.run(sequence)
candy.removeFromParent()
}
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node else { return }
guard let nodeB = contact.bodyB.node else { return }
if nodeA.name == "candy" && nodeB.name == "character" {
collisionBetween(candy: nodeA, object: nodeB)
} else if nodeA.name == "character" && nodeB.name == "candy" {
collisionBetween(candy: nodeB, object: nodeA)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){
let moveDown = SKAction.moveBy(x: 0, y: -100, duration:0.0)
let stretchRope = SKAction.animate(with: [SKTexture(imageNamed: "rope_stretch")], timePerFrame: 0)
let moveDownBlock = SKAction.run({
self.anchor.run(moveDown, completion: {
var physicBodies = self.currentCharacter.physicsBody?.allContactedBodies();
// This count is always zero
print(physicBodies?.count)
})
})
let stretchRopeBlock = SKAction.run({
self.rope.run(stretchRope)
})
let sequence = SKAction.sequence([moveDownBlock, stretchRopeBlock])
self.run(sequence)
}
func moveCharacter(){
self.enumerateChildNodes(withName: "anchor", using: {(node, stop) -> Void in
if let anchorNode = node as? SKSpriteNode {
if anchorNode.position.x < 120 {
anchorNode.position = CGPoint(x: anchorNode.position.x + self.characterVelocity, y: anchorNode.position.y)
self.direction = "forward"
} else if anchorNode.position.x > self.size.width - 120 {
anchorNode.position = CGPoint(x: anchorNode.position.x - self.characterVelocity, y: anchorNode.position.y)
self.direction = "backward"
} else if self.direction == "forward" {
anchorNode.position = CGPoint(x: anchorNode.position.x + self.characterVelocity, y: anchorNode.position.y)
self.direction = "forward"
} else {
anchorNode.position = CGPoint(x: anchorNode.position.x - self.characterVelocity, y: anchorNode.position.y)
self.direction = "backward"
}
}
})
}
}

First of all you have a lot of code in this question...too much, it makes it hard to focus on what is really happening. You are also missing a block of code for moveCharacter().
You should strongly look at creating subclasses for your player, rope and (mostly)candies. I would also look into creating an array of candies initially so that you are not dynamically creating physics objects during run time.
As for your question wouldn't it be as simple as creating a couple of variables in your class
private var isMoving = false
private var didGetCandy = false
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//prevent the user from firing the move while in the middle of a move
guard !isMoving else { return }
isMoving = true
let moveDownBlock = SKAction.run({
self.anchor.run(moveDown) {
//this is an appreviated form of a 'completion' block
self.isMoving = false
print("did I get a candy \(didGetCandy)")
}
})
}
func collisionBetween(candy: SKNode, object: SKNode) {
didGetCandy = true
}

Related

Move spritekit node only within a specific bounds

I'm new to spritekit so this looks like a silly question but I can't figure out. The player (shown in blue circle) can only go above lines and inside the square. I added a joystick, user can go up or down above left line. I want player to be limited to only line so when It comes the left edge, user should move joystick to right. How can I achieve it?
I tried to update player position in override func update(_ currentTime: TimeInterval) function like below to update enum position and check it everytime in move logic;
override func update(_ currentTime: TimeInterval) {
if((player?.position.x)!.rounded() <= self.barra.frame.minX.rounded()){
player?.playerPosition == .left
}
print(player?.position)
}
How I declare square;
let barra = SKShapeNode(rectOf: CGSize(width: 600, height: 300)) //Line
override func sceneDidLoad() {
player = self.childNode(withName: "player") as? Player
player?.physicsBody?.categoryBitMask = playerCategory
player?.physicsBody?.collisionBitMask = noCategory
player?.physicsBody?.contactTestBitMask = enemyCategory | itemCategory
player?.playerPosition = .left
barra.name = "bar"
barra.fillColor = SKColor.clear
barra.lineWidth = 3.0
barra.position = CGPoint(x: 0, y: 0)
self.addChild(barra)
player?.position = CGPoint(x: barra.frame.minX , y: barra.frame.minY)
}
How I move the player;
override func didMove(to view: SKView) {
/* Setup your scene here */
backgroundColor = UIColor.black
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
moveAnalogStick.position = CGPoint(x: moveAnalogStick.radius + 15, y: moveAnalogStick.radius + 15)
addChild(moveAnalogStick)
moveAnalogStick.stick.color = UIColor.white
//MARK: Handlers begin
moveAnalogStick.beginHandler = { [unowned self] in
guard let aN = self.player else {
return
}
//aN.run(SKAction.sequence([SKAction.scale(to: 0.5, duration: 0.5), SKAction.scale(to: 1, duration: 0.5)]))
}
moveAnalogStick.trackingHandler = { [unowned self] data in
guard let aN = self.player else {
return
}
if(self.player?.playerPosition == .left){
aN.position = CGPoint(x: aN.position.x, y: aN.position.y + (data.velocity.y * 0.12))
}
}
moveAnalogStick.stopHandler = { [unowned self] in
guard let aN = self.player else {
return
}
// aN.run(SKAction.sequence([SKAction.scale(to: 1.5, duration: 0.5), SKAction.scale(to: 1, duration: 0.5)]))
}
//MARK: Handlers end
let selfHeight = frame.height
let btnsOffset: CGFloat = 10
let btnsOffsetHalf = btnsOffset / 2
view.isMultipleTouchEnabled = true
}
Player class:
enum Position{
case left
case right
case up
case down
case inside
}
enum CanMove{
case upDown
case leftRight
case all
}
class Player: SKSpriteNode {
var playerSpeed: CGFloat = 0.0
var playerPosition: Position = .left //Default one
var canMove: CanMove = .upDown
func move(){
}
}

In SpriteKit when sound is being played it messes with accelerometer

I have an issue whereby I am moving the character based on the accelerometer data using the following code in the update function as follows:
let currentX = self.player.position.x
if motionManager.isAccelerometerAvailable == true {
motionManager.startAccelerometerUpdates(to: OperationQueue.current!, withHandler: {
data, error in
self.destX = currentX + CGFloat((data?.acceleration.x)! * 40)
print(CGFloat((data?.acceleration.x)!))
})
}
player.position.x = destX
Originally I was moving the player using SKAction.moveTo but have removed this for testing purposes.
This works ok but the problem is, I have a sound that is being played upon collision of an invisible object and when this is enabled it sends the accelerometer all funny. There is no specific pattern to it but after a little while the player usually sticks to either side of the screen or just hovers in the middle and the accelerometer doesn't have any effect on the movement.
I am playing the sound using
let playSound = SKAction.playSoundFileNamed("phaserDown3.mp3", waitForCompletion: false)
At the top of the file and then calling run on a collision.
The full code is in here http://pastebin.com/f6kWTnr7 and I have made a little video of the issue here https://youtu.be/tcGYyrKE4QY - as you will see, in this case when the score is at around 15 it sticks to the left for a little bit, then returns to normal then sticks to the right. It isn't always at score 15, it can be sooner or even later there is no consistency at all.
Any input will be greatly appreciated, thank you in advance
Take a look at this updated scene, some of the major changes are I combined your 3 separate blocks into 1 SKNode so that I only have to move the single SKNode, and I set it up where you score at the end of a contact, not the beginning. You can also see that the blocks now die when done scrolling, and your background is more efficient with its scrolling. If you have any other questions on the changes, feel free to ask.
//
// GameScene.swift
// SpriteKitSimpleGame
//
// Created by James Leist on 28/11/2016.
// Copyright © 2016 James Leist. All rights reserved.
//
import SpriteKit
import CoreMotion
var motionManager = CMMotionManager()
enum BodyType:UInt32 {
case player = 1
case score = 2
case dontCollide = 4
case sides = 8
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var killNodes = [SKNode]()
//let player = SKSpriteNode(imageNamed: "Airplane")
let player = SKSpriteNode(color: .green, size: CGSize(width:32,height:32))
var bg1:SKSpriteNode!
var bg2:SKSpriteNode!
let block = SKNode()
let blockHeight = 50
var currentScore = 0
var scoreLabel:SKLabelNode!
let playSound = SKAction.playSoundFileNamed("phaserDown3.mp3", waitForCompletion: false)
let move = SKAction.move(by:CGVector(dx:0,dy:-4 * 60),duration:1) //this means we move 4 every 1/60 of a second
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
backgroundColor = SKColor.white
addScrollingBG()
createRandomBlock()
addRandomBlocks1()
// sideRestraints()
scoreLabel = SKLabelNode(fontNamed: "Copperplate-Bold")
scoreLabel.text = String(currentScore)
scoreLabel.fontSize = 80
scoreLabel.position = CGPoint(x: frame.size.width - 60, y: frame.size.height - 60)
scoreLabel.zPosition = 20
self.addChild(scoreLabel)
player.name = "Player"
player.zPosition = 15
player.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5)
// player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Airplane"), size: CGSize(width: player.size.width, height: player.size.height))
player.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: player.size.width, height: player.size.height))
player.physicsBody?.affectedByGravity = false
player.physicsBody!.categoryBitMask = BodyType.player.rawValue
player.physicsBody!.contactTestBitMask = BodyType.score.rawValue | BodyType.sides.rawValue
player.physicsBody!.collisionBitMask = 0
addChild(player)
startAccelerometer()
}
func startAccelerometer()
{
if motionManager.isAccelerometerAvailable == true {
motionManager.startAccelerometerUpdates(to: OperationQueue.current!, withHandler: {
[weak self] data, error in
guard let strongSelf = self else {return}
var destX = UInt32(strongSelf.player.position.x + CGFloat((data?.acceleration.x)! * 40))
// Called before each frame is rendered */
if destX <= 0 {
destX = 0
}
else if destX >= UInt32(strongSelf.frame.size.width) {
destX = UInt32(strongSelf.frame.size.width)
}
strongSelf.player.position.x = CGFloat(destX)
print(CGFloat((data?.acceleration.x)!))
})
}
}
func addScrollingBG() {
bg1 = SKSpriteNode(imageNamed: "bgPlayScene")
bg1 = SKSpriteNode(color:.blue,size:self.size)
bg1.anchorPoint = CGPoint.zero
bg1.position = CGPoint(x: 0, y: 0)
// bg1.size = CGSize(width: frame.size.width, height: frame.size.height)
bg1.zPosition = 0
addChild(bg1)
bg2 = SKSpriteNode(imageNamed: "bgPlayScene")
bg2 = SKSpriteNode(color:.purple,size:self.size)
bg2.anchorPoint = CGPoint.zero
bg2.position = CGPoint(x: 0, y: bg1.size.height)
// bg2.size = CGSize(width: frame.size.width, height: frame.size.height)
bg2.zPosition = 0
self.addChild(bg2)
setupBackgroundAnimation()
}
func setupBackgroundAnimation()
{
let reset = SKAction.customAction(withDuration: 1,actionBlock:
{
node,time in
guard let sNode = node as? SKSpriteNode else {return}
sNode.position = sNode.position.y <= -sNode.size.height ?
CGPoint(x: sNode.position.x, y: sNode.position.y + sNode.size.height * 2) : sNode.position
})
let scroll = SKAction.repeatForever(SKAction.group([move,reset]))
bg1.run(scroll)
bg2.run(scroll)
}
func createRandomBlock()
{
block.position = CGPoint(x:0,y:size.height + CGFloat(blockHeight))
//let partialBlock = SKSpriteNode(imageNamed: "block")
let partialBlock = SKSpriteNode(color:.yellow, size:CGSize(width: 1, height: blockHeight))
let blockLeft1 = partialBlock.copy() as! SKSpriteNode
blockLeft1.name = "left"
blockLeft1.anchorPoint = CGPoint.zero
blockLeft1.size = CGSize(width: 1, height: blockHeight)
blockLeft1.zPosition = 5;
blockLeft1.position = CGPoint.zero
block.addChild(blockLeft1)
let leftBody = SKPhysicsBody(rectangleOf: blockLeft1.size)
leftBody.affectedByGravity = false
leftBody.categoryBitMask = BodyType.sides.rawValue
leftBody.contactTestBitMask = 0
leftBody.collisionBitMask = 0
leftBody.isDynamic = false
blockLeft1.physicsBody = leftBody
let blockRight1 = partialBlock.copy() as! SKSpriteNode
blockRight1.color = .green
blockRight1.anchorPoint = CGPoint.zero
blockRight1.name = "right"
blockRight1.size = CGSize(width: 1, height: blockHeight)
blockRight1.zPosition = 5;
blockRight1.position = CGPoint(x:size.width,y:0)
block.addChild(blockRight1)
let rightBody = SKPhysicsBody(rectangleOf: blockRight1.size)
rightBody.affectedByGravity = false
rightBody.categoryBitMask = BodyType.sides.rawValue
rightBody.contactTestBitMask = 0
rightBody.collisionBitMask = 0
rightBody.isDynamic = false
blockRight1.physicsBody = rightBody
let scoreBody = SKPhysicsBody(rectangleOf:CGSize(width:Int(frame.size.width),height:blockHeight))
scoreBody.affectedByGravity = false
scoreBody.categoryBitMask = BodyType.score.rawValue
scoreBody.contactTestBitMask = 0
scoreBody.collisionBitMask = 0
scoreBody.isDynamic = false
block.physicsBody = scoreBody
}
func addRandomBlocks1() {
let randomLeftWidth : UInt32 = arc4random_uniform(UInt32(size.width) - 50)
let randomRightWidth : UInt32 = arc4random_uniform((UInt32(size.width) - randomLeftWidth) - 50)
guard let newBlock = block.copy() as? SKNode else {return} //ifw e do not have a node return
if let leftBlock = newBlock.childNode(withName:"left") as? SKSpriteNode
{
leftBlock.xScale = CGFloat(randomLeftWidth)
}
if let rightBlock = newBlock.childNode(withName:"right") as? SKSpriteNode
{
rightBlock.xScale = -CGFloat(randomRightWidth)
}
let addRandom = SKAction.customAction(withDuration: 0, actionBlock:
{
[unowned self] node,time in
if Int(node.position.y) < -self.blockHeight
{
node.removeFromParent()
self.addRandomBlocks1()
}
})
newBlock.run(SKAction.repeatForever(SKAction.group([move,addRandom])))
addChild(newBlock)
}
override func update(_ currentTime: CFTimeInterval) {
}
override func didFinishUpdate()
{
killNodes.forEach{$0.removeFromParent()}
}
func didBegin(_ contact: SKPhysicsContact) {
//This will organize the bodies so that the lowest category is A
let bodies = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (A:contact.bodyA,B:contact.bodyB) : (A:contact.bodyB,B:contact.bodyA)
switch (bodies.A.categoryBitMask,bodies.B.categoryBitMask)
{
case let (a, b) where ((a & BodyType.player.rawValue) | (b & BodyType.sides.rawValue)) > 0:
killNodes.append(bodies.A.node!)
let label = SKLabelNode(text: "Gameover")
label.position = CGPoint(x:self.size.width/2,y:self.size.height/2)
addChild(label)
default:()
}
}
func didEnd(_ contact: SKPhysicsContact) {
//This will organize the bodies so that the lowest category is A
let bodies = (contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask) ? (A:contact.bodyA,B:contact.bodyB) : (A:contact.bodyB,B:contact.bodyA)
switch (bodies.A.categoryBitMask,bodies.B.categoryBitMask)
{
case let (a, b) where ((a & BodyType.player.rawValue) | (b & BodyType.score.rawValue)) > 0:
currentScore += 1
run(playSound, withKey:"phaser")
scoreLabel.text = String(currentScore)
default:()
}
}
}

share menu opens at twice rather just when button is pressed

I have added a share menu to my game, when the game is over the game over pop up appears with a share menu. when i press anywhere on the screen the share menu pops up and the game goes back to the beginning prompting the player to Tap to play again. Then when the player taps on the screen the share menu pops up again which makes the game unplayable after the first play through. I think i need to set the share menu to pop up only when SKSpriteNode for the share button is pressed, if the player taps anywhere else on the screen the game should just reset. Would be grateful if you could take a look at code and see where i am going wrong.
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var shareButton = SKSpriteNode()
var santa = SKSpriteNode()
var bg = SKSpriteNode()
var scoreLabel = SKLabelNode()
var tapToPlayLabel = SKLabelNode()
var score = 0
var gameOverScreen = SKSpriteNode()
var timer = Timer()
enum ColliderType: UInt32 {
case santa = 1
case Object = 2
case Gap = 4
}
enum ButtonName: String {
case play
case share
}
var gameOver = false
func makeBlocks() {
let moveBlocks = SKAction.move(by: CGVector(dx: -2 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width / 100))
let gapHeight = santa.size.height * 4
let movementAmount = arc4random() % UInt32(self.frame.height / 2)
let blockOffset = CGFloat(movementAmount) - self.frame.height / 4
let blockTexture = SKTexture(imageNamed: "block1.png")
let block1 = SKSpriteNode(texture: blockTexture)
block1.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + blockTexture.size().height / 2 + gapHeight / 2 + blockOffset)
block1.run(moveBlocks)
block1.physicsBody = SKPhysicsBody(rectangleOf: blockTexture.size())
block1.physicsBody!.isDynamic = false
block1.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
block1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
block1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
block1.zPosition = -2
self.addChild(block1)
let block2Texture = SKTexture(imageNamed: "block2.png")
let block2 = SKSpriteNode(texture: block2Texture)
block2.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY - block2Texture.size().height / 2 - gapHeight / 2 + blockOffset)
block2.run(moveBlocks)
block2.physicsBody = SKPhysicsBody(rectangleOf: blockTexture.size())
block2.physicsBody!.isDynamic = false
block2.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
block2.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
block2.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
block2.zPosition = -2
self.addChild(block2)
let gap = SKNode()
gap.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + blockOffset)
gap.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: blockTexture.size().width, height: gapHeight))
gap.physicsBody!.isDynamic = false
gap.run(moveBlocks)
gap.physicsBody!.contactTestBitMask = ColliderType.santa.rawValue
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
self.addChild(gap)
}
func didBegin(_ contact: SKPhysicsContact) {
if gameOver == false {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
score += 1
scoreLabel.text = String(score)
} else {
self.speed = 0
gameOver = true
timer.invalidate()
let gameOverScreenTexture = SKTexture(imageNamed: "GameOverPopup.jpg")
var j: CGFloat = 0
gameOverScreen = SKSpriteNode(texture: gameOverScreenTexture, size: CGSize(width: 600, height: 600))
gameOverScreen.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
gameOverScreen.size.height = self.frame.height / 3
gameOverScreen.zPosition = -1
self.addChild(gameOverScreen)
//share button
let shareButtonTexture = SKTexture(imageNamed: "shareButton.png")
var k: CGFloat = 0
shareButton = SKSpriteNode(texture: shareButtonTexture, size: CGSize(width: 500, height: 100))
shareButton.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
shareButton.size.height = self.frame.height / 10
shareButton.name = "shareButton"
shareButton.zPosition = 0
self.addChild(shareButton)
}
}
}
func openShareMenu(value: String, image: UIImage?) {
guard let view = view else { return }
// Activity items
var activityItems = [AnyObject]()
// Text
let text = "Can you beat my score "
activityItems.append(text as AnyObject)
// Add image if valid
if let image = image {
activityItems.append(image)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// Excluded activity types
activityController.excludedActivityTypes = [
UIActivityType.airDrop,
UIActivityType.print,
UIActivityType.assignToContact,
UIActivityType.addToReadingList,
]
// Present
view.window?.rootViewController?.present(activityController, animated: true)
}
override func didMove(to view: SKView) {
addChild(shareButton)
self.physicsWorld.contactDelegate = self
setupGame()
}
func setupGame() {
timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.makeBlocks), userInfo: nil, repeats: true)
let bgTexture = SKTexture(imageNamed: "bg.png")
let moveBGAnimation = SKAction.move(by: CGVector(dx: -bgTexture.size().width, dy: 0), duration: 7)
let shiftBGAnimation = SKAction.move(by: CGVector(dx: bgTexture.size().width, dy: 0), duration: 0)
let moveBGForever = SKAction.repeatForever(SKAction.sequence([moveBGAnimation, shiftBGAnimation]))
var i: CGFloat = 0
while i < 3 {
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: bgTexture.size().width * i, y: self.frame.midY)
bg.size.height = self.frame.height
bg.run(moveBGForever)
bg.zPosition = -3
self.addChild(bg)
i += 1
}
let santaTexture = SKTexture(imageNamed: "santa1.png")
let santaTexture2 = SKTexture(imageNamed: "santa2.png")
let animation = SKAction.animate(with: [santaTexture, santaTexture2], timePerFrame: 0.1)
let makeSantaMove = SKAction.repeatForever(animation)
santa = SKSpriteNode(texture: santaTexture)
santa.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
santa.run(makeSantaMove)
santa.physicsBody = SKPhysicsBody(circleOfRadius: santaTexture.size().height / 2)
santa.physicsBody!.isDynamic = false
santa.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
santa.physicsBody!.categoryBitMask = ColliderType.santa.rawValue
santa.physicsBody!.collisionBitMask = ColliderType.santa.rawValue
self.addChild(santa)
let ground = SKNode()
ground.position = CGPoint(x: self.frame.midX, y: -self.frame.height / 2)
ground.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.width, height: 1))
ground.physicsBody!.isDynamic = false
ground.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
ground.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
ground.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(ground)
scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPoint(x: self.frame.midX, y: self.frame.height / 2 - 220)
self.addChild(scoreLabel)
tapToPlayLabel.fontName = "Helvetica"
tapToPlayLabel.fontSize = 70
tapToPlayLabel.text = "Tap to Play!"
tapToPlayLabel.position = CGPoint(x: self.frame.midX, y: self.frame.height / 2 - 500)
self.addChild(tapToPlayLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameOver == false {
tapToPlayLabel.isHidden = true
santa.physicsBody!.isDynamic = true
santa.physicsBody!.velocity = CGVector(dx: 0, dy: 0)
santa.physicsBody!.applyImpulse(CGVector(dx: 0, dy: 320))
} else {
tapToPlayLabel.isHidden = false
gameOver = false
score = 0
self.speed = 1
self.removeAllChildren()
setupGame()
}
if let name = shareButton.name {
if name == "shareButton" {
openShareMenu(value: "\(self.score)", image: nil)
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
You are calling the touches method wrong. You are not using the name of the touched node to see if it is the share button. You merely assign a property (if let name = ...) and see if its the share button. You need to compare with the name of the actual node that is touched. You are also running your gameOver code anytime touchesBegan fires, you need to differentiate.
Try this
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self) // get location of touch
let nodeTouched = atPoint(location) // get touched node
// Pressed button
if let nodeName = nodeTouched.name {
switch nodeName {
case ButtonName.share.rawValue:
openShareMenu(value: "\(self.score)", image: nil)
return // return early if share button is pressed so your gameOver code below etc doesnt fire.
default:
break
}
}
// Did not press button, usual code
if gameOver == false {..... }
}
}
Hope this helps

ios - Swift 2.2 - SpriteKit - sublassing SKSpriteNode class

For a puzzle game project on iOS, I try to subclass the SKSpriteNode class from SpriteKit with the following code:
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
I need to add other variables in SKSpriteNode like another name (name2) in this case. Here is the use I made of the class in a class type SKScene:
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
override init(size: CGSize) {
super.init(size: size)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(),sheet.Puzzle30(),
sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height / 2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
I have the sprite object from the subclass SKPuzzle wich contains the new variable name2.
sprite.name2 = "\(i)"
The problem I have is the variable selectedNode (created with)
var selectedNode = SKPuzzle()
used later in the program contain always a nil value for the data name and name2. When I click on the jigsaw parts of the game, I get the following error:
fatal error: unexpectly found nil while unwrapping an optional value in the following function:
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
selectedNode seems containing only nil values. The code is working fine when I just use the SKSpriteNode but failed with my SKPuzzle class.
Here is the whole code of the program:
import SpriteKit
import UIKit
private let kAnimalNodeName = "puzzle"
private let kdancing = "dancing"
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
var selectedVideo = SKVideoNode()
override init(size: CGSize) {
super.init(size: size)
// 1
self.background.name = kdancing
self.background.anchorPoint = CGPointZero
background.zPosition = 0
self.addChild(background)
//background.play()
// 2
let sheet = Statiques()
let sprite_dancing1 = SKSpriteNode(texture: sheet.Dancing1())
let sprite_dancing2 = SKSpriteNode(texture: sheet.Dancing2())
sprite_dancing1.name = kdancing
sprite_dancing2.name = kdancing
sprite_dancing1.position = CGPoint(x: 837, y: 752)
sprite_dancing1.zPosition = 1
sprite_dancing2.position = CGPoint(x: 1241, y: 752)
sprite_dancing2.zPosition = 1
background.addChild(sprite_dancing1)
background.addChild(sprite_dancing2)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(), sheet.Puzzle30(), sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height / 2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let positionInScene = touch.locationInNode(self)
selectNodeForTouch(positionInScene)
}
}
override func didMoveToView(view: SKView) {
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: Selector("handlePanFrom:"))
self.view!.addGestureRecognizer(gestureRecognizer)
}
func handlePanFrom(recognizer : UIPanGestureRecognizer) {
if recognizer.state == .Began {
var touchLocation = recognizer.locationInView(recognizer.view)
touchLocation = self.convertPointFromView(touchLocation)
self.selectNodeForTouch(touchLocation)
} else if recognizer.state == .Changed {
var translation = recognizer.translationInView(recognizer.view!)
translation = CGPoint(x: translation.x, y: -translation.y)
self.panForTranslation(translation)
recognizer.setTranslation(CGPointZero, inView: recognizer.view)
} else if recognizer.state == .Ended {
}
}
func degToRad(degree: Double) -> CGFloat {
return CGFloat(degree / 180.0 * M_PI)
}
func selectNodeForTouch(touchLocation : CGPoint) {
// 1
let touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode is SKPuzzle {
// 2
if !selectedNode.isEqual(touchedNode) {
selectedNode.removeAllActions()
selectedNode.runAction(SKAction.rotateToAngle(0.0, duration: 0.1))
//selectedNode = touchedNode as! SKSpriteNode
// 3
if touchedNode.name! == kAnimalNodeName {
let sequence = SKAction.sequence([SKAction.rotateByAngle(degToRad(-4.0), duration: 0.1),
SKAction.rotateByAngle(0.0, duration: 0.1),
SKAction.rotateByAngle(degToRad(4.0), duration: 0.1)])
selectedNode.runAction(SKAction.repeatActionForever(sequence))
}
}
}
}
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
}
Thanks by advance for your help, I'm beginning to code with Swift on iOS.
When selectedNode is created by SKPuzzle(), name is nil.
You have to set selectedNode.name to some value in init method.

JoyStick only moves when Camera Controls = true Xcode, SWIFT, SpriteKit, SceneKit

Hey I have a 3D game thats not really a game yet. But it has a SceneKit 3D scene and a overlayskscene for the HUD/Controls. the "base" is the base of the joystick and the ball is the handle the problem is that the joystick does not move at all unless the scnView.allowsCameraControl = true. I find that weird. and this is my entire view controller code so nothings left out and if you want you can literally copy and paste it into Xcode to see what I'm talking about. Any help?
Code:
import iAd
import UIKit
import GameKit
import SceneKit
import StoreKit
import SpriteKit
import QuartzCore
import Foundation
import AVFoundation
import AudioToolbox
class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{
var stickActive:Bool = false
let base = SKSpriteNode(imageNamed:"VirtualJoystickBase")
let ball = SKSpriteNode(imageNamed:"VirtualJoyStickHandle")
let ship = SKSpriteNode(imageNamed:"Ship")
var ButtonA = SKSpriteNode(imageNamed:"GreenAButton")
var ButtonO = SKSpriteNode(imageNamed:"CircleButton")
var ButtonY = SKSpriteNode(imageNamed:"YellowYButton")
var ButtonSquare = SKSpriteNode(imageNamed:"BlueSquareButton")
let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!
let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
let overlayScene = SKScene(size: CGSizeMake(100, 100))
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
scnView.overlaySKScene = overlayScene
scnView.backgroundColor = UIColor.whiteColor()
scnView.scene = FieldScene
scnView.delegate = self
scnView.overlaySKScene!.delegate = self
scnView.overlaySKScene!.anchorPoint = CGPointMake(0, 0)
scnView.overlaySKScene!.physicsWorld.contactDelegate = self
scnView.overlaySKScene!.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
scnView.allowsCameraControl = true
scnView.showsStatistics = false
let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
FieldScene.rootNode.addChildNode(Guy1)
//----Positioning-the-Base-of-the-Joystick-----------
base.size = CGSize(width: 14, height: 24)
base.position = CGPointMake(15, 19)
base.zPosition = 0
overlayScene.addChild(base)
//----Positing-the-Ball/Joystick-----------
ball.size = CGSize(width: 10, height: 17)
ball.position = base.position
ball.zPosition = 1
overlayScene.addChild(ball)
//----A-Button--Creation -------------------
ButtonA.size = CGSize(width: 6, height: 9)
ButtonA.anchorPoint = CGPointMake(-13.3, -0.5)
ButtonA.zPosition = 0
overlayScene.addChild(ButtonA)
//----B-Button--Creation -------------------
ButtonO.size = CGSize(width: 6, height: 9)
ButtonO.anchorPoint = CGPointMake(-14.4, -1.7)
ButtonO.zPosition = 0
overlayScene.addChild(ButtonO)
//----C-Button--Creation -------------------
ButtonSquare.size = CGSize(width: 6, height: 9)
ButtonSquare.anchorPoint = CGPointMake(-12.2, -1.7)
ButtonSquare.zPosition = 0
overlayScene.addChild(ButtonSquare)
//----C-Button--Creation -------------------
ButtonY.size = CGSize(width: 6, height: 9)
ButtonY.anchorPoint = CGPointMake(-13.3, -2.7)
ButtonY.zPosition = 0
overlayScene.addChild(ButtonY)
//---Setting-Up-Ships-Position/PhysicsBody---------------------
ship.position = CGPointMake(0, 100)
ship.size = CGSize(width: 80, height: 80)
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
ship.physicsBody!.friction = 0
ship.physicsBody!.restitution = 0
ship.physicsBody!.linearDamping = 0
ship.physicsBody!.angularDamping = 0
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
GuyScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
FieldScene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
FieldScene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
}
func YButtonPressed() {
let YButtonPressed = SKTexture(imageNamed: "YellowYButtonPressed")
let OrignalButtonY = SKTexture(imageNamed:"YellowYButton")
let YButtonPressedAnimation = SKAction.animateWithTextures([YButtonPressed, OrignalButtonY], timePerFrame: 0.2)
let RunYButtonPressedAnimation = SKAction.repeatAction(YButtonPressedAnimation, count: 1)
ButtonY.runAction(RunYButtonPressedAnimation)
}
func OButtonPressed() {
let OButtonPressed = SKTexture(imageNamed: "CircleButtonPressed")
let OrignalButtonO = SKTexture(imageNamed:"CircleButton")
let OButtonPressedAnimation = SKAction.animateWithTextures([OButtonPressed, OrignalButtonO], timePerFrame: 0.2)
let RunOButtonPressedAnimation = SKAction.repeatAction(OButtonPressedAnimation, count: 1)
ButtonO.runAction(RunOButtonPressedAnimation)
}
func SquareButtonPressed() {
let SquareButtonPressed = SKTexture(imageNamed: "BlueSquareButtonPressed")
let OrignalButtonSquare = SKTexture(imageNamed:"BlueSquareButton")
let SquareButtonPressedAnimation = SKAction.animateWithTextures([SquareButtonPressed, OrignalButtonSquare], timePerFrame: 0.2)
let RunSquareButtonPressedAnimation = SKAction.repeatAction(SquareButtonPressedAnimation, count: 1)
ButtonSquare.runAction(RunSquareButtonPressedAnimation)
}
func AButtonPressed() {
let AButtonPressed = SKTexture(imageNamed: "GreenAButtonPressed")
let OrignalButtonA = SKTexture(imageNamed:"GreenAButton")
let AButtonPressedAnimation = SKAction.animateWithTextures([AButtonPressed, OrignalButtonA], timePerFrame: 0.2)
let RunAButtonPressedAnimation = SKAction.repeatAction(AButtonPressedAnimation, count: 1)
ButtonA.runAction(RunAButtonPressedAnimation)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if (CGRectContainsPoint(base.frame, location)) {
print("stickActive = true")
stickActive = true
} else {
print("stickActive = false")
stickActive = false
}
}
for touch: AnyObject in touches {
let location1 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location1) == self.ButtonA {
AButtonPressed()
print("AButtonPressed")
}
}
for touch: AnyObject in touches {
let location2 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location2) == self.ButtonO {
OButtonPressed()
print("OButtonPressed")
}
}
for touch: AnyObject in touches {
let location3 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location3) == self.ButtonY {
YButtonPressed()
print("YButtonPressed")
}
}
for touch: AnyObject in touches {
let location4 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location4) == self.ButtonSquare {
SquareButtonPressed()
print("SquarButtonPressed")
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let v = CGVector(dx: location.x - base.position.x, dy: location.y - base.position.y)
let angle = atan2(v.dy, v.dx)
//println( deg + 180)
let length:CGFloat = base.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57879633) * length
let yDist:CGFloat = cos(angle - 1.57879633) * length
if (CGRectContainsPoint(base.frame, location)) {
ball.position = location
} else {
ball.position = CGPointMake( base.position.x - xDist, base.position.y + yDist)
}
ship.zRotation = angle - 1.57879633
let calcRotation : Float = Float(angle - 1.57879633) + Float(M_PI_2);
let intensity : CGFloat = 200.0 // put your value
let xVelocity = intensity * CGFloat(cosf(calcRotation))
let yVelocity = intensity * CGFloat(sinf(calcRotation))
let vector : CGVector = CGVectorMake(xVelocity, yVelocity)
//Apply force to spaceship
ship.physicsBody?.applyForce(vector)
// ends stackActive
}
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let move:SKAction = SKAction.moveTo(base.position, duration: 0.05)
move.timingMode = .EaseOut
ball.runAction(move)
}
}
}
}
//====================================================================
override func shouldAutorotate() -> Bool {
return true
}
//====================================================================
override func prefersStatusBarHidden() -> Bool {
return true
}
//====================================================================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//====================================================================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
there's an issue in SceneKit where the SpriteKit overlay isn't automatically redrawn when changes are made in the 2D scene but the 3D scene is left untouched. In other words, the 2D overlay is only redrawn when the 3D view needs to be redrawn.
You can set the playing property of the SCNView to YES to fix this. Alternatively you can call -setNeedsDisplay whenever you make a change to the overlay scene.

Resources