Creating a 2d game, and want to add moving platforms where I can control the pattern and rotation of the platform.
Example:
I want this platform to move in a clockwise motion, also when it reaches the top and bottom I want it to rotate accordingly as if it is facing the direction it is going (so the platform would essentially rotate 180 degrees as it arches at the top and bottom).
I can't use SKActions because I need the physics to work properly.
My idea is that I can use an Agent with behaviors and goals to do this. Not sure if I will need path finding as well.
I'm researching how to use these features, but the documentation and lack of tutorials is hard to decipher. I'm hoping someone could save my some time of trial and error by providing an example of how this would work.
Thanks in advance!
Using SKActions or adjusting the position manually will be sucky to get working the way you want, BUT it's always worth a shot to give it a go, since it would take 2 minutes to mock it up and see...
I'd suggest doing something like a Path class that sends velocity commands to the platform every frame ...
Actually, this could be a good exercise in learning the state machine..
MOVE RIGHT STATE: if X position > starting position X + 200, enter state "move down"
MOVE DOWN STATE: if Y position < starting position Y - 200, enter state "move left"
MOVE LEFT STATE: if X position < starting position X, enter state "move up"
MOVE UP STATE: if Y position > starting position Y, enter state "move right"
.. there are ways you could figure out to give it more curvature instead of just straight angle (when changing direction)
Otherwise you would have to translate that into a class / struct / component and give each platform it's own instance of it.
///
Another option is to take the physics out of the equation, and create a playerIsOnPlatform property... then you manually adjust the position of the player each frame... (or maybe a SKConstraint)
This would then require more code on jumping and such, and turns things to spaghetti pretty quickly (last time I tried it)
But, I was able to successfully clone this, using proper hit detection going that route:
https://www.youtube.com/watch?v=cnhlFZeIR7Q
UPDATE:
Here is a working project:
https://github.com/fluidityt/exo2/tree/master
Boilerplate swift stuff:
import SpriteKit
import GameplayKit
// Workaround to not having any references to the scene off top my head..
// Simply add `gScene = self` in your didMoveToViews... or add a base scene and `super.didMoveToView()`
var gScene = GameScene()
class GameScene: SKScene {
override func didMove(to view: SKView) {
gScene = self
}
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
private var lastUpdateTime : TimeInterval = 0
func gkUpdate(_ currentTime: TimeInterval) -> TimeInterval {
if (self.lastUpdateTime == 0) {
self.lastUpdateTime = currentTime
}
let dt = currentTime - self.lastUpdateTime
for entity in self.entities {
entity.update(deltaTime: dt)
}
return currentTime
}
override func update(_ currentTime: TimeInterval) {
self.lastUpdateTime = gkUpdate(currentTime)
}
}
Here is the very basic component:
class Platforms_BoxPathComponent: GKComponent {
private enum MovingDirection: String { case up, down, left, right }
private var node: SKSpriteNode!
private var state: MovingDirection = .right
private lazy var startingPos: CGPoint = { self.node.position }()
#GKInspectable var startingDirection: String = "down"
#GKInspectable var uniqueName: String = "platform"
#GKInspectable var xPathSize: CGFloat = 400
#GKInspectable var yPathSize: CGFloat = 400
// Moves in clockwise:
private var isTooFarRight: Bool { return self.node.position.x > (self.startingPos.x + self.xPathSize) }
private var isTooFarDown: Bool { return self.node.position.y < (self.startingPos.y - self.yPathSize) }
private var isTooFarLeft: Bool { return self.node.position.x < self.startingPos.x }
private var isTooFarUp: Bool { return self.node.position.y > self.startingPos.y }
override func didAddToEntity() {
print("adding component")
// can't add node here because nodes aren't part of scene yet :(
// possibly do a thread?
}
override func update(deltaTime seconds: TimeInterval) {
if node == nil {
node = gScene.childNode(withName: uniqueName) as! SKSpriteNode
// for some reason this is glitching out and needed to be redeclared..
// showing 0 despite clearly not being 0, both here and in the SKS editor:
xPathSize = 300
}
let amount: CGFloat = 2 // Amount to move platform (could also be for for velocity)
// Moves in clockwise:
switch state {
case .up:
if isTooFarUp {
state = .right
fallthrough
} else { node.position.y += amount }
case .right:
if isTooFarRight {
state = .down
fallthrough
} else { node.position.x += amount }
case .down:
if isTooFarDown {
state = .left
fallthrough
} else { node.position.y -= amount }
case .left:
if isTooFarLeft {
state = .up
fallthrough
} else { node.position.x -= amount }
default:
print("this is not really a default, just a restarting of the loop :)")
node.position.y += amount
}
}
}
And here is what you do in the sks editor:
Related
When adding a text MeshResource, with no angle and with a fixed world position, it looks fine from the camera perspective.
However, when the user walks to the other side of the text entity and turns around, it looks mirrored.
I don't want to use the look(at_) API since I only want to rotate it around the Y-axis 180 degrees and when the user passes it again to reset the angle to 0.
First we have to put text in anchor that will stay in the same orientation even when we rotate text. Then add textIsMirrored variable that will handle rotation when changed:
class TextAnchor: Entity,HasAnchoring {
let textEntity = ModelEntity(mesh: .generateText("text"))
var textIsMirrored = false {
willSet {
if newValue != textIsMirrored {
if newValue == true {
textEntity.setOrientation(.init(angle: .pi, axis: [0,1,0]), relativeTo: self)
} else {
textEntity.setOrientation(.init(angle: 0, axis: [0,1,0]), relativeTo: self)
}
}
}
}
required init() {
super.init()
textEntity.scale = [0.01,0.01,0.01]
anchoring = AnchoringComponent(.plane(.horizontal, classification: .any, minimumBounds: [0.3,0.3]))
addChild(textEntity)
}
}
Then in your ViewController you can create anchor that will have Camera as a target so we can track camera position and create out textAnchor:
let cameraAnchor = AnchorEntity(.camera)
let textAnchor = TextAnchor()
For it to work you have to add it as a child of your scene (preferably in viewDidLoad):
arView.scene.addAnchor(cameraAnchor)
arView.scene.addAnchor(textAnchor)
Now in ARSessionDelegate function you can check camera position in relation to your text and rotate it if Z axis is below 0:
func session(_ session: ARSession, didUpdate frame: ARFrame) {
if cameraAnchor.position(relativeTo: textAnchor).z < 0 {
textAnchor.textIsMirrored = true
} else {
textAnchor.textIsMirrored = false
}
}
I want to create the ability to spin a photographed object 360 degrees.
It spins endlessly based on the speed you "flick" .
You spin it left or right by flicking the object left or right .
You stop the spin when you touch to stop it if it's spinning.
Similar to the app The Elements by Theodore Grey.
Here's a video of the part of the app I'm trying to recreate. (i.e. the 3D spinner)
https://youtu.be/6T0hE0jGiYY
Here's a video of my finger interacting with it.
https://youtu.be/qjzeewpVN9o
I'm looking to use Swift and likely SpriteKit.
How can I get from a real life object to something high quality and
functional? I'm armed with a Mac , Nikon D810 and a green screen.
I.e I'm guessing that a series of stop motion pictures is the way to
go... but I'm feel that might not be fluid enough.
For the purposes of this question I want to figure out what would make the most sense to program with. E.g. a video I'm rewinding and fast forwarding on
command or a texture atlas of stop motion frames , etc.
Note: Capturing software and photography techniques would be helpful
information as I'm clueless in that department. But, I understand I
can ask that on https://photo.stackexchange.com/ .
What would the basic logic of my code be like for this object? In terms of:
A. The function setting up the object's animation or video or whatever is the best way to have the images prepared for use in my code.
B. The spin() function and
C. The stopSpin() function.
A whole project sample isn't needed (though I guess it'd be nice). But, those 3 functions would be enough to get me going.
Is SpriteKit the wisest choice?
Here is the second draft of my answer that shows off the basic functionality of a simple sprite animation:
class GameScene: SKScene {
// Left spin is ascending indices, right spin is descending indices.
var initialTextures = [SKTexture]()
// Reset then reload this from 0-6 with the correct image sequences from initialTextures:
var nextTextures = [SKTexture]()
var sprite = SKSpriteNode()
// Use gesture recognizer or other means to set how fast the spin should be.
var velocity = TimeInterval(0.1)
enum Direction { case left, right }
func spin(direction: Direction, timePerFrame: TimeInterval) {
nextTextures = []
for _ in 0...6 {
var index = initialTextures.index(of: sprite.texture!)
// Left is ascending, right is descending:
switch direction {
case .left:
if index == (initialTextures.count - 1) { index = 0 } else { index! += 1 }
case .right:
if index == 0 { index = (initialTextures.count - 1) } else { index! -= 1 }
}
let nextTexture = initialTextures[index!]
nextTextures.append(nextTexture)
sprite.texture = nextTexture
}
let action = SKAction.repeatForever(.animate(with: nextTextures, timePerFrame: timePerFrame))
sprite.run(action)
}
override func didMove(to view: SKView) {
removeAllChildren()
// Make our textures for spinning:
for i in 0...6 {
initialTextures.append(SKTexture(imageNamed: "img_\(i)"))
}
nextTextures = initialTextures
sprite.texture = nextTextures.first!
sprite.size = nextTextures.first!.size()
addChild(sprite)
spin(direction: .left, timePerFrame: 0.10)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
spin(direction: .right, timePerFrame: velocity)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
spin(direction: .left, timePerFrame: velocity)
}
}
Right now you just click / release to alternate right left.
Todo for next draft:
- Implement gesture recognizer for velocity
- Implement decay if wanted (so it will slow down over time)
(Old video, new code does not reset frame to 0):
Image assets are found here for the animation:
https://drive.google.com/open?id=0B3OoSBYuhlkgaGRtbERfbHVWb28
I am making a simple game in SpriteKit, and I have a scrolling background. What simply happens is that a few background images are placed adjacent to each other when the game scene is loaded, and then the image is moved horizontally when it scrolls out of the screen. Here is the code for that, from my game scene's didMoveToView method.
// self.gameSpeed is 1.0 and gradually increases during the game
let backgroundTexture = SKTexture(imageNamed: "Background")
var moveBackground = SKAction.moveByX(-self.frame.size.width, y: 0, duration: (20 / self.gameSpeed))
var replaceBackground = SKAction.moveByX(self.frame.size.width, y: 0, duration: 0)
var moveBackgroundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackground, replaceBackground]))
for var i:CGFloat = 0; i < 2; i++ {
var background = SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: self.frame.size.width / 2 + self.frame.size.width * i, y: CGRectGetMidY(self.frame))
background.size = self.frame.size
background.zPosition = -100
background.runAction(moveBackgroundForever)
self.addChild(background)
}
Now I want to increase the speed of the scrolling background at certain points of the game. You can see that the duration of the background's horizontal scroll is set to (20 / self.gameSpeed). Obviously this does not work, because this code is only run once, and therefore the movement speed is never updated to account for a new value of the self.gameSpeed variable.
So, my question is simply: how do I increase the speed (reduce the duration) of my background images' movements according to the self.gameSpeed variable?
Thanks!
You could use the gameSpeed variable to set the velocity of the background. For this to work, firstly, you need to have a reference to your two background pieces (or more if you so wanted):
class GameScene: SKScene {
lazy var backgroundPieces: [SKSpriteNode] = [SKSpriteNode(imageNamed: "Background"),
SKSpriteNode(imageNamed: "Background")]
// ...
}
Now you need your gameSpeed variable:
var gameSpeed: CGFloat = 0.0 {
// Using a property observer means you can easily update the speed of the
// background just by setting gameSpeed.
didSet {
for background in backgroundPieces {
// Minus, because the background is moving from left to right.
background.physicsBody!.velocity.dx = -gameSpeed
}
}
}
Then position each piece correctly in didMoveToView. Also, for this method to work each background piece needs a physics body so you can easily change its velocity.
override func didMoveToView(view: SKView) {
for (index, background) in enumerate(backgroundPieces) {
// Setup the position, zPosition, size, etc...
background.physicsBody = SKPhysicsBody(rectangleOfSize: background.size)
background.physicsBody!.affectedByGravity = false
background.physicsBody!.linearDamping = 0
background.physicsBody!.friction = 0
self.addChild(background)
}
// If you wanted to give the background and initial speed,
// here's the place to do it.
gameSpeed = 1.0
}
You could update gameSpeed in update for example with gameSpeed += 0.5.
Finally, in update you need to check if a background piece has gone offscreen (to the left). If it has it needs to be moved to the end of the chain of background pieces:
override func update(currentTime: CFTimeInterval) {
for background in backgroundPieces {
if background.frame.maxX <= 0 {
let maxX = maxElement(backgroundPieces.map { $0.frame.maxX })
// I'm assuming the anchor of the background is (0.5, 0.5)
background.position.x = maxX + background.size.width / 2
}
}
}
You could make use of something like this
SKAction.waitforDuration(a certain amount of period to check for the updated values)
SKAction.repeatActionForever(the action above)
runAction(your action)
{ // this is the completion block, do whatever you want here, check the values and adjust them accordly
}
I'm having an issue with some animations in a Swift iOS application. I am trying to allow a user to grab a UIImageView and drag (pan) it to a different point. Then if they push "animate" it shows the animation of the imageview along a path from the first point to the second.
Here is what I have so far, which is more so me just trying to hammer an early solution. I'm getting an error when the "animate" button is pressed that says:
CGPathAddLineToPoint(CGMutablePathRef, const CGAffineTransform *,
CGFloat, CGFloat): no current point.
Here is my code:
// There was some global stuff set up earlier, such as pathPlayer1 which is an
// array of CGPoints I am using to store the path; they are commented
override func viewDidLoad() {
super.viewDidLoad()
var panRecognizer1 = UIPanGestureRecognizer(target: self, action: "handlePanning1:")
playerWithBall.addGestureRecognizer(panRecognizer1)
pathPlayer1.append(playerWithBall.center)
}
func handlePanning1(recognizer: UIPanGestureRecognizer) {
var newTranslation: CGPoint = recognizer.translationInView(playerWithBall)
recognizer.view?.transform = CGAffineTransformMakeTranslation(lastTranslation1.x + newTranslation.x, lastTranslation1.y + newTranslation.y)
if recognizer.state == UIGestureRecognizerState.Ended {
// lastTranslation1 is a global
lastTranslation1.x += newTranslation.x
lastTranslation1.y += newTranslation.y
// another global to get the translation from imageview center in main view
// to the new point in main view
playerWithBallPos.x = playerWithBall.center.x + lastTranslation1.x
playerWithBallPos.y = playerWithBall.center.y + lastTranslation1.y
// add this point to the path to animate along
pathPlayer1.append(playerWithBallPos)
//This was to make sure the append was working
println(pathPlayer1)
}
}
#IBAction func animatePlay(sender: UIButton) {
var path = CGPathCreateMutable()
var i: Int = 0
for (i = 0; i < pathPlayer1.count; i++) {
var location: CGPoint! = pathPlayer1[i]
// I think if its the first time you need to call CGPathMoveToPoint?
if firstTime {
CGPathMoveToPoint(path, nil, location.x, location.y)
firstTime = false
} else {
CGPathAddLineToPoint(path, nil, location.x, location.y)
}
}
var pathAnimation: CAKeyframeAnimation = CAKeyframeAnimation(keyPath: "pos")
pathAnimation.path = path
pathAnimation.duration = 1.0
}
The panning is working just fine and it appears to be correctly getting the new point, but I have no experience using objective-c and a computer science class worth of knowledge of swift/iOS and I'm not familiar with these types of animations.
I would like to make my solution work so that I could extend it from a single imageview to multiple and animate each one simultaneously (think of a sports playbook and animating a play or something like that)
How can I add my starsSqArray to a for loop in my update function that grabs all the SKSpriteNodesfor _starsSq1 so that all of the stars move together and not separately?
Right now my Swift class keeps returning an error saying that _starsSqArray doesn't have a position (my code is bugged out). My goal is to grab the plotted stars and move them downward all at once.
import SpriteKit
class Stars:SKNode {
//Images
var _starsSq1:SKSpriteNode?
//Variables
var starSqArray = Array<SKSpriteNode>()
var _starSpeed1:Float = 5;
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override init() {
super.init()
println("stars plotted")
createStarPlot()
}
/*-------------------------------------
## MARK: Update
-------------------------------------*/
func update() {
for (var i = 0; i < starSqArray.count; i++) {
_starsSq1!.position = CGPoint(x: self.position.x , y: self.position.y + CGFloat(_starSpeed1))
}
}
/*-------------------------------------
## MARK: Create Star Plot
-------------------------------------*/
func createStarPlot() {
let screenSize: CGRect = UIScreen.mainScreen().bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
for (var i = 0; i < 150 ; i++) {
_starsSq1 = SKSpriteNode(imageNamed: "starSq1")
addChild(_starsSq1!)
//starSqArray.addChild(_starsSq1)
var x = arc4random_uniform(UInt32(screenSize.width + 400))
var y = arc4random_uniform(UInt32(screenSize.height + 400))
_starsSq1!.position = CGPoint(x: CGFloat(x), y: CGFloat(y))
}
}
}
A couple of suggestions by a design point of view:
You already have all your stars (I guess so) grouped togheter inside a common parent node (that you correctly named Stars). Then you just need to move your node of type Stars and all its child node will move automatically.
Manually changing the coordinates of a node inside an update method does work but (imho) it is not the best way to move it. You should use SKAction instead.
So, if you want to move the stars forever with a common speed and direction you can add this method to Stars
func moveForever() {
let distance = 500 // change this value as you prefer
let seconds : NSTimeInterval = 5 // change this value as you prefer
let direction = CGVector(dx: 0, dy: distance)
let move = SKAction.moveBy(direction, duration: seconds)
let moveForever = SKAction.repeatActionForever(move)
self.runAction(moveForever)
}
Now you can remove the code inside the update method and call moveForever when you want the stars to start moving.
Finally, at some point the stars will leave the screen. I don't know the effect you want to achieve but you will need to deal with this.
for (SKSpriteNode *spriteNode in starSqArray) {
spriteNode.position = CGPoint(x: spriteNode.position.x , y: spriteNode.position.y + GFloat(_starSpeed1))
}
Use the above code in the update() function.
Hope this helps...