I'm trying to create a game, where the objects need to chase food. Right now the objects speeds up, when the food is within the given radius. But I need the speed to always be the same.
Any suggestions how to fix this? I have tried to add an SKAction under the chase function, where I set the position.x and position.y, but I can't make it work correct.
Fish class:
class Fish:SKSpriteNode{
private let kMovingAroundKey = "movingAround"
private let kFishSpeed:CGFloat = 4.5
private var swimmingSpeed:CGFloat = 100.0
private let sensorRadius:CGFloat = 100.0
private weak var food:SKSpriteNode! = nil //the food node that this fish currently chase
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
physicsBody = SKPhysicsBody(rectangleOf: size)
physicsBody?.affectedByGravity = false
physicsBody?.categoryBitMask = Collider.fish
physicsBody?.contactTestBitMask = Collider.food
physicsBody?.collisionBitMask = 0x0 //No collisions with fish, only contact detection
name = "fish"
let sensor = SKShapeNode(circleOfRadius: 100)
sensor.fillColor = .red
sensor.zPosition = -1
sensor.alpha = 0.1
addChild(sensor)
}
func getDistanceFromFood()->CGFloat? {
if let food = self.food {
return self.position.distance(point: food.position)
}
return nil
}
func lock(food:SKSpriteNode){
//We are chasing a food node at the moment
if let currentDistanceFromFood = self.getDistanceFromFood() {
if (currentDistanceFromFood > self.position.distance(point: food.position)){
//chase the closer food node
self.food = food
self.stopMovingAround()
}//else, continue chasing the last locked food node
//We are not chasing the food node at the moment
}else{
//go and chase then
if food.position.distance(point: self.position) <= self.sensorRadius {
self.food = food
self.stopMovingAround()
}
}
}
//Helper method. Not used currently. You can use this method to prevent chasing another (say closer) food while already chasing one
func isChasing(food:SKSpriteNode)->Bool{
if self.food != nil {
if self.food == food {
return true
}
}
return false
}
func stopMovingAround(){
if self.action(forKey: kMovingAroundKey) != nil{
removeAction(forKey: kMovingAroundKey)
}
}
//MARK: Chasing the food
//This method is called many times in a second
func chase(within rect:CGRect){
guard let food = self.food else {
if action(forKey: kMovingAroundKey) == nil {
self.moveAround(within: rect)
}
return
}
//Check if food is in the water
if rect.contains(food.frame.origin) {
//Take a detailed look in my Stackoverflow answer of how chasing works : https://stackoverflow.com/a/36235426
let dx = food.position.x - self.position.x
let dy = food.position.y - self.position.y
let angle = atan2(dy, dx)
let vx = cos(angle) * kFishSpeed
let vy = sin(angle) * kFishSpeed
position.x += vx
position.y += vy
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveAround(within rect:CGRect){
if scene != nil {
//Go randomly around the screen within view bounds
let point = rect.randomPoint()
//Formula: time = distance / speed
let duration = TimeInterval(point.distance(point: position) / self.swimmingSpeed)
let move = SKAction.move(to: point, duration: duration)
let block = SKAction.run {
[unowned self] in
self.moveAround(within: rect)
}
let loop = SKAction.sequence([move,block])
run(loop, withKey: kMovingAroundKey)
}
}
}
Gamescene where you can see the update function.
override func update(_ currentTime: TimeInterval) {
self.enumerateChildNodes(withName: "fish") {
[unowned self] node, stop in
if let fish = node as? Fish {
self.enumerateChildNodes(withName: "food") {
node, stop in
fish.lock(food: node as! SKSpriteNode)
}
fish.chase(within: self.water.frame)
}
}
}
Probably something like this (GameScene):
var prev : TimeInterval!
//MARK: Chasing the food
override func update(_ currentTime: TimeInterval) {
defer { prev = currentTime }
guard prev != nil else { return }
let dt = currentTime - prev
print("delta time \(dt)")
self.enumerateChildNodes(withName: "fish") {
[unowned self] node, stop in
if let fish = node as? Fish {
self.enumerateChildNodes(withName: "food") {
node, stop in
fish.lock(food: node as! SKSpriteNode)
}
fish.chase(within: self.water.frame, delta:CGFloat(dt))
}
}
}
The variable prev is a property of GameScene.
And change chase() method in Fish class:
//MARK: Chasing the food
func chase(within rect:CGRect, delta:CGFloat){
guard let food = self.food else {
if action(forKey: kMovingAroundKey) == nil {
self.moveAround(within: rect)
}
return
}
//Check if food is in the water
if rect.contains(food.frame.origin) {
//Take a detailed look in my Stackoverflow answer of how chasing works : https://stackoverflow.com/a/36235426
//check for collision
if self.frame.contains(food.frame.origin) {
food.removeFromParent()
}else {
let dx = food.position.x - self.position.x
let dy = food.position.y - self.position.y
let angle = atan2(dy, dx)
let vx = cos(angle) * self.swimmingSpeed * delta
let vy = sin(angle) * self.swimmingSpeed * delta
print("vx \(vx), vy (\(vy)")
position.x += vx
position.y += vy
//time = distance / speed
}
}
}
I have added the delta time parameter. You may wonder what is delta time? I will quote LearnCocos2d from that article:
Delta time is simply the time difference between the previous and the
current frame.
Why is this important to maintain the constant speed of a node? Well, we use our Fish.swimmingSpeed variable to determine the speed of fish(forget kFishSpeed, it doesn't have a purpose now).
Now in the case of SKAction, a duration parameter directly determines the speed of fish, because duration applies to time, and time = distance / speed, so we calculate the time like this currently:
let duration = TimeInterval(point.distance(point: position) / self.swimmingSpeed)
Now lets say that duration equals to 1. That means, the fish is going to move 100 pts per second. Now, the difference between update() method and actions, is that it is executed 60 times per second. And because our method chase() is ideally called 60 time per second, our speed now have to be Fish.swimmingSpeed / 60.
And this is where delta time comes in. Because it may happen that frame is not rendered in 1/60 second (0.016667), but rather rendering may take longer (eg. 0.02,0.03 sec), we calculate that difference, and use it to adjust the movement. Kind of cheating IMO in compare to normal behaviour without using delta time, because player loses the control on moments if game lags a lot (eg. its hero teleports), but that part is off topic :) It is up to you to test what works / looks better for you.
So we do (in order to calculate the distance):
let vx = cos(angle) * self.swimmingSpeed * delta
let vy = sin(angle) * self.swimmingSpeed * delta
and that will give you a constant speed.
I could go more into detail but it is late here, and you probably got an idea how things are functioning, so I will stop here. Happy coding!
Related
I have an AVAudioPlayerNode looping a segment of a song:
audioPlayer.scheduleBuffer(segment, at: nil, options:.loops)
I want to get current position of the song while it's playing. Usually, this is done by calculating = currentFrame / audioSampleRate
where
var currentFrame: AVAudioFramePosition {
guard let lastRenderTime = audioPlayer.lastRenderTime,
let playerTime = audioPlayer.playerTime(forNodeTime: lastRenderTime) else {
return 0
}
return playerTime.sampleTime
}
However, when the loop ends and restarts, the currentFrame does not restart. But it still increases which makes currentFrame / audioSampleRate incorrect as the current position.
So what is the correct way to calculate the current position?
Good old modulo will do the job:
public var currentTime: TimeInterval {
guard let nodeTime = player.lastRenderTime,
let playerTime = player.playerTime(forNodeTime: nodeTime) else {
return 0
}
let time = (Double(playerTime.sampleTime) / playerTime.sampleRate)
.truncatingRemainder(dividingBy: Double(file.length) / Double(playerTime.sampleRate))
return time
}
I have a SCNSphere that is climbing a 45 degree hill.
The node maintains a consistent speed until the same point at every level, at which point it unexpectedly drops in speed, here is a 10 second clip of the issue.
The drop in speed occurs at 8 seconds in this clip.
When the node reaches a z position of -240, it seems as though the entire game speed is cut in half.
I have tested this in the following ways always without success.
Tried testing without gravity.
Tried testing without colliding with the hill.
Tried testing without damping or friction.
Tried printing the nodes velocity to notice any changes, although the velocity remains at -5.0 on the z axis for the duration of the
level despite the significant drop in speed.
Tried printing the physicsWorld speed to notice any changes, although the speed remains at 1.0 for the duration of the
level despite the significant drop in speed.
Checked for a drop in frame rate although it maintains a frame rate of 60 fps, making only 14 draw calls in total with a poly count under 15k.
The sphere's velocity is updated at every frame in the renderer using the following function.
func updatePositions() {
if let playerPhysicsBod = playerNode.physicsBody {
playerPhysicsBod.velocity.x = (lastXPosition - playerNode.position.x) * 8
playerPhysicsBod.velocity.z = -5
print("player velocity is \(playerNode.physicsBody!.velocity)")
}
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
updatePositions()
updateSegments()
}
This project is a fresh one, and so there aren't many lines, I will include the entire code base below.
class GameViewController: UIViewController {
let scene = SCNScene(named: "art.scnassets/gameScene.scn")!
let jump = SCNScene(named: "art.scnassets/jump.scn")!.rootNode.childNode(withName: "jump", recursively: true)!
let box = SCNScene(named: "art.scnassets/box.scn")!.rootNode.childNode(withName: "box", recursively: true)!
var playerNode = SCNNode()
var cameraNode = SCNNode()
var lastXPosition = Float()
var floorSegments = [SCNNode]()
override func viewDidLoad() {
super.viewDidLoad()
// retrieve the SCNView
let scnView = self.view as! SCNView
// scnView.isJitteringEnabled = true
scnView.scene = scene
scnView.delegate = self
scnView.showsStatistics = true
setupCamera()
setupPlayer()
setupSegments()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let tLocationX = touches.first?.location(in: self.view).x else { return }
let ratio = tLocationX / self.view.frame.maxX
lastXPosition = Float((5 * ratio) - 2.5)
}
func setupCamera() {
if let camera = scene.rootNode.childNode(withName: "camera", recursively: true) {
cameraNode = camera
cameraNode.name = "camera"
}
}
func setupPlayer() {
if let player = scene.rootNode.childNode(withName: "player", recursively: true) {
playerNode = player
playerNode.name = "player"
}
}
func setupSegments() {
if let segment = scene.rootNode.childNode(withName: "segment", recursively: true) {
floorSegments.append(segment)
}
}
}
extension GameViewController: SCNSceneRendererDelegate {
func updateSegments() {
playerNode.position = playerNode.presentation.position
if let lastSegmentClone = floorSegments.last?.clone() {
lastSegmentClone.childNodes.forEach { (node) in
node.removeFromParentNode()
}
if abs(playerNode.position.z - lastSegmentClone.position.z) < 30 {
// set up next segment
lastSegmentClone.position = SCNVector3(lastSegmentClone.position.x, lastSegmentClone.position.y + 4, lastSegmentClone.position.z - 4)
floorSegments.append(lastSegmentClone)
// Add falling blocks to the segment
for _ in 0...2 {
let boxClone = box.clone()
let randomX = Int.random(in: -2...2)
let randomY = Int.random(in: 1...3)
boxClone.eulerAngles.z = Float(GLKMathDegreesToRadians(-45))
boxClone.position = SCNVector3(randomX, randomY, -randomY)
lastSegmentClone.addChildNode(boxClone)
}
// Add falling blocks to the segment
for (index,segment) in floorSegments.enumerated().reversed() {
if segment.position.z > playerNode.position.z + 5 {
floorSegments.remove(at: index)
segment.childNodes.forEach { (node) in
node.removeFromParentNode()
}
segment.removeFromParentNode()
}
}
scene.rootNode.addChildNode(lastSegmentClone)
}
}
}
func updatePositions() {
if let playerPhysicsBod = playerNode.physicsBody {
playerPhysicsBod.velocity.x = (lastXPosition - playerNode.position.x) * 8
playerPhysicsBod.velocity.z = -5
print("player velocity is \(playerNode.physicsBody!.velocity)")
}
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
updatePositions()
updateSegments()
}
}
It is difficult to judge w/o seeing scn files.
I hope there is no collision between the player and floor nodes...
Player's Position is a float, It might be inexact comparison for equality. I think you should avoid player's position adjustment, as it should be almost the same:
playerNode.position = playerNode.presentation.position
Why don't you keep reference on an empty segment node?
In the method setupSegments clone the segment and after removing children nodes, keep it. No point to always remove children nodes:
lastSegmentClone.childNodes.forEach { (node) in
node.removeFromParentNode()
}
Plus I think you should "reverse" the order in updateSegments:
if let lastSegment = floorSegments.last { // no cloning here....
if abs(playerNode.position.z - lastSegment.position.z) < 30 {
let lastSegmentClone = lastSegment.clone() // better to use emptySegmentNode
/* If empty segment then it's not needed to remove children nodes...
lastSegmentClone.childNodes.forEach { (node) in
node.removeFromParentNode() */
Also if you're removing parent node, children nodes are going to be removed automatically....
// Avoid commented code
/*segment.childNodes.forEach { (node) in
node.removeFromParentNode()
}*/
segment.removeFromParentNode()
No sure, but perhaps for floor segments it is better to use custom action for removal:
// calculate somehow wait duration, based on the player's position, velocity or use pure constant..
let removeAction = SCNAction.sequence([SCNAction.waitForDuration(2.0), SCNAction.removeFromParent()])
lastSegmentClone.run(removeAction)
In such case you just need a reference on the last floor node, and empty floor node.
I have three nodes in my game-
The Player -
This is a boat that you drag around using a joystick.
let collisionPlayer : UInt32 = 0x1 << 1
let apple = SKSpriteNode(texture: texture)
apple.position = position
apple.physicsBody = SKPhysicsBody(circleOfRadius: apple.size.width / 2.0)
apple.physicsBody?.affectedByGravity = false
apple.physicsBody?.isDynamic = true
apple.setScale(0.1)
addChild(apple)
("apple" is the boat)
The Enemy Boat -
This is a CPU boat that randomly follows the player around.
let collisionNPC : UInt32 = 0x1 << 0
appleNPC.position = position
appleNPC.physicsBody = SKPhysicsBody(circleOfRadius: appleNPC.size.width / 2.0)
appleNPC.physicsBody?.isDynamic = true
appleNPC.physicsBody?.affectedByGravity = false
appleNPC.position = CGPoint(x: 600, y: 200)
appleNPC.setScale(0.1)
addChild(appleNPC)
The Bullet
(self-explanatory)
let collisionBullet : UInt32 = 0x1 << 2
(The following code is in TouchesEnded)
bullet?.name = "Bullet"
bullet?.position = (appleNode?.position)!
bullet?.setScale(0.05)
bullet?.zPosition = 1
bullet?.physicsBody = SKPhysicsBody(circleOfRadius: (bullet?.size.width)!/2)
bullet?.physicsBody?.isDynamic = true
bullet?.physicsBody?.affectedByGravity = false
bullet?.physicsBody?.usesPreciseCollisionDetection = true
To move the bullet I use the code:
// Your code with delay
if bulletNumbers > 0 {
let offset = CGPoint(x: touchLocation.x - (bullet?.position.x)! , y: touchLocation.y - (bullet?.position.y)!)
//Stops Bullet from shooting backwards
//Get the direction of where to shoot
let direction = offset
//Make it shoot far enough to be guaranteed off screen
let shootAmount = CGPoint(x: direction.x * 10, y: direction.y * 10)
//Add the shoot amount to the current position
let realDest = CGPoint(x: shootAmount.x + (bullet?.position.x)!, y: shootAmount.y + (bullet?.position.y)!)
//Create the actions
addChild(bullet!)
self.bulletNumbers -= 1
let distance = sqrt(pow(realDest.x - (appleNode?.position.x)!, 2) +
pow(realDest.y - (appleNode?.position.y)!, 2))
// run the sequence of actions for the firing
let duration = TimeInterval(distance / PlayerMissileSpeed)
let missileMoveAction = SKAction.move(to: realDest, duration: duration)
let when = DispatchTime.now() + 10 // change 2 to desired number of seconds
DispatchQueue.main.asyncAfter(deadline: when) { self.bulletNumbers += 1
}
bullet?.run(missileMoveAction) {
self.bullet?.isHidden = true
self.bullet?.removeFromParent()
print("\(self.bulletNumbers)")
}}
else if bulletNumbers <= 0 {
print("reload")
let when = DispatchTime.now() + 2 // change 2 to desired number of seconds
DispatchQueue.main.asyncAfter(deadline: when) {
}
}
}
func didBegin(_ contact: SKPhysicsContact) {
print("test")
}
func setRandomStickColor() {
let randomColor = UIColor.random()
moveAnalogStick.stick.color = randomColor
}
func setRandomSubstrateColor() {
let randomColor = UIColor.random()
moveAnalogStick.substrate.color = randomColor
}
override func update(_ currentTime: TimeInterval) {
/* Called before each frame is rendered */
super.update(currentTime)
let _:UInt32 = arc4random_uniform(1) //
appleNodeCpuSpeed = CGFloat(1)
var locationx : CGFloat
var locationy: CGFloat
locationx = (appleNode?.position.x)!
locationy = (appleNode?.position.y)!
let dx = locationx - (appleNodeNPC?.position.x)!
let dy = locationy - (appleNodeNPC?.position.y)!
let angle = atan2(dy, dx)
let vx = cos(angle) * appleNodeCpuSpeed
let vy = sin(angle) * appleNodeCpuSpeed
self.appleNodeNPC?.position.x += vx
self.appleNodeNPC?.position.y += vy
let when = DispatchTime.now() + 0.25 // change 2 to desired number of seconds
DispatchQueue.main.asyncAfter(deadline: when) {
self.appleNodeNPC?.zRotation = angle + 90
}
//2
This works fine. The bullet is launched from the boat to the touch location, however, things start to go wrong when I tried to introduce collisions. Here is my code below:
appleNode?.physicsBody?.categoryBitMask = collisionPlayer
appleNode?.physicsBody?.collisionBitMask = collisionNPC
appleNode?.physicsBody?.contactTestBitMask = 0
appleNodeNPC?.physicsBody?.categoryBitMask = collisionNPC
appleNodeNPC?.physicsBody?.collisionBitMask = collisionPlayer
appleNodeNPC?.physicsBody?.contactTestBitMask = collisionBullet
bullet?.physicsBody?.categoryBitMask = collisionBullet
bullet?.physicsBody?.collisionBitMask = 0
bullet?.physicsBody?.contactTestBitMask = collisionNPC
physicsWorld.contactDelegate = self
view.showsPhysics = true
Then in my didBegin function I have:
func didBegin(_ contact: SKPhysicsContact) {
print("test")
}
Let's start from the beginning. I tap the screen and the bullet is launched. The bullet does not collide with the Player, which is what I originally wanted. However, when the bullet makes contact with the Enemy ship it DOES collide. It goes around the ship and keeps going on to its original destination. I want the bullet to contact the ship and nothing else - no collisions. I would hope to assume that my error here is because of my code for moving the bullet, but i'm not sure. Any help is appreciated.
Define unique categories, ensure your class is a SKPhysicsContactDelegate and make yourself the physics contact delegate:
//Physics categories
let appleCategory: UInt32 = 1 << 0
let enemyCategory: UInt32 = 1 << 1
let bulletCategory: UInt32 = 1 << 2
class GameScene: SKScene, SKPhysicsContactDelegate {
physicsWorld.contactDelegate = self
Assign the categories (usually in didMove(to view:) :
apple.physicsBody.catgeoryBitMask = appleCategory
enemy.physicsBody.catgeoryBitMask = enemyCategory
bullet.physicsBody.catgeoryBitMask = bulletCategory
(Make sure you've created physics bodies for each node)
Set up collisions:
apple.physicsBody?.collisionBitMask = 0 // apple/player collides with nothing
enemy.physicsBody?.collisionBitMask = 0 // enemy collides with nothing
bullet.physicsBody?.collisionBitMask = 0 // bullet collides with nothing
or even:
for node in [apple, enemy, bullet] {
node.physicsBody?.collisionBitMask = 0 // collides with nothing
}
Set up contacts
bullet.physicsBody?.collisionBitMask = enemyCategory // bullet contacts enemy
Make sure that at least one of the objects involved in each potential contact has the isDynamic property on its physics body set to true, or no contact will be generated. It is not necessary for both of the objects to be dynamic.
You should now get didBegin called when the bullet and the enemy make contact. You could code didBegin like this:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case bulletCategory | enemyCategory:
print("bullet and enemy have contacted.")
let bulletNode = contact.bodyA.categoryBitMask == bulletCategory ? contact.bodyA.node : contact.bodyB.node
enemyHealth -= 10
bulletNode.removeFromParent
default:
print("Some other contact occurred")
}
}
I'm using the scene editor in SpriteKit to place color sprites and assign them textures using the Attributes Inspector. My problem is trying to figure out how to reference those sprites from my GameScene file. For example, I'd like to know when a sprite is a certain distance from my main character.
Edit - code added
I'm adding the code because for some reason, appzYourLife's answer worked great in a simple test project, but not in my code. I was able to use Ron Myschuk's answer which I also included in the code below for reference. (Though, as I look at it now I think the array of tuples was overkill on my part.) As you can see, I have a Satellite class with some simple animations. There's a LevelManager class that replaces the nodes from the scene editor with the correct objects. And finally, everything gets added to the world node in GameScene.swift.
Satellite Class
func spawn(parentNode:SKNode, position: CGPoint, size: CGSize = CGSize(width: 50, height: 50)) {
parentNode.addChild(self)
createAnimations()
self.size = size
self.position = position
self.name = "satellite"
self.runAction(satAnimation)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = PhysicsCategory.satellite.rawValue
self.physicsBody?.contactTestBitMask = PhysicsCategory.laser.rawValue
self.physicsBody?.collisionBitMask = 0
}
func createAnimations() {
let flyFrames:[SKTexture] = [textureAtlas.textureNamed("sat1.png"),
textureAtlas.textureNamed("sat2.png")]
let flyAction = SKAction.animateWithTextures(flyFrames, timePerFrame: 0.14)
satAnimation = SKAction.repeatActionForever(flyAction)
let warningFrames:[SKTexture] = [textureAtlas.textureNamed("sat8.png"),
textureAtlas.textureNamed("sat1.png")]
let warningAction = SKAction.animateWithTextures(warningFrames, timePerFrame: 0.14)
warningAnimation = SKAction.repeatActionForever(warningAction)
}
func warning() {
self.runAction(warningAnimation)
}
Level Manager Class
import SpriteKit
class LevelManager
{
let levelNames:[String] = ["Level1"]
var levels:[SKNode] = []
init()
{
for levelFileName in levelNames {
let level = SKNode()
if let levelScene = SKScene(fileNamed: levelFileName) {
for node in levelScene.children {
switch node.name! {
case "satellite":
let satellite = Satellite()
satellite.spawn(level, position: node.position)
default: print("Name error: \(node.name)")
}
}
}
levels.append(level)
}
}
func addLevelsToWorld(world: SKNode)
{
for index in 0...levels.count - 1 {
levels[index].position = CGPoint(x: -2000, y: index * 1000)
world.addChild(levels[index])
}
}
}
GameScene.swift - didMoveToView
world = SKNode()
world.name = "world"
addChild(world)
physicsWorld.contactDelegate = self
levelManager.addLevelsToWorld(self.world)
levelManager.levels[0].position = CGPoint(x:0, y: 0)
//This does not find the satellite nodes
let satellites = children.flatMap { $0 as? Satellite }
//This does work
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "satellite") {
self.satTuple.0 = node.position
self.satTuple.1 = (node as? SKSpriteNode)!
self.currentSatellite.append(self.satTuple)
}
}
The Obstacle class
First of all you should create an Obstacle class like this.
class Obstacle: SKSpriteNode { }
Now into the scene editor associate the Obstacle class to your obstacles images
The Player class
Do the same for Player, create a class
class Player: SKSpriteNode { }
and associate it to your player sprite.
Checking for collisions
Now into GameScene.swift change the updated method like this
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
let obstacleNearSprite = obstacles.contains { (obstacle) -> Bool in
let distance = hypotf(Float(player.position.x) - Float(obstacle.position.x), Float(player.position.y) - Float(obstacle.position.y))
return distance < 100
}
if obstacleNearSprite {
print("Oh boy!")
}
}
What does it do?
The first line retrieves all your obstacles into the scene.
the second line retrieves the player (and does crash if it's not present).
Next it put into the obstacleNearSprite constant the true value if there is at least one Obstacle at no more then 100 points from Player.
And finally use the obstacleNearSprite to print something.
Optimizations
The updated method gets called 60 times per second. We put these 2 lines into it
let obstacles = children.flatMap { $0 as? Obstacle }
let player = childNodeWithName("player") as! Player
in order to retrieves the sprites we need. With the modern hardware it is not a problem but you should save references to Obstacle and Player instead then searching for them in every frame.
Build a nice game ;)
you will have to loop through the children of the scene and assign them to local objects to use in your code
assuming your objects in your SKS file were named Obstacle1, Obstacle2, Obstacle3
Once in local objects you can check and do whatever you want with them
let obstacle1 = SKSpriteNode()
let obstacle2 = SKSpriteNode()
let obstacle3 = SKSpriteNode()
let obstacle3Location = CGPointZero
func setUpScene() {
self.enumerateChildNodesWithName("//*") {
node, stop in
if (node.name == "Obstacle1") {
self.obstacle1 = node
}
else if (node.name == "Obstacle2") {
self.obstacle2 = node
}
else if (node.name == "Obstacle3") {
self.obstacle3Location = node.position
}
}
}
I have a GKEntity that has a GKAgent2D component. Its behaviors are GKGoal, toWander: and toStayOnPath:maxPredictionTime:. The entity wanders continuously in the scene; however, I would like it to stop wandering for a while. For example, if the entity is a sheep that wanders about, I would like it to stop periodically to eat and, after a delay, start wandering again.
UPDATE:
In the Entity:
addComponent(MoveIdleComponent(maxSpeed: 60, maxAcceleration: 6, radius: Float(node.texture!.size().width * 0.3), entityManager: entityManager))
MoveIdleComponent
class MoveIdleComponent : GKAgent2D, GKAgentDelegate {
let entityManager: EntityManager
init(maxSpeed: Float, maxAcceleration: Float, radius: Float, entityManager: EntityManager) {
self.entityManager = entityManager
super.init()
delegate = self
self.maxSpeed = maxSpeed
self.maxAcceleration = maxAcceleration
self.radius = radius
print(self.mass)
self.mass = 0.01
}
func agentWillUpdate(agent: GKAgent) {
guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
return
}
self.position = float2(spriteComponent.node.position)
}
func agentDidUpdate(agent: GKAgent) {
guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
return
}
spriteComponent.node.position = CGPoint(position)
}
override func updateWithDeltaTime(seconds: NSTimeInterval) {
super.updateWithDeltaTime(seconds)
behavior = WanderBehavoir(targetSpeed: maxSpeed)
}
}
WanderBehavoir:
class WanderBehavoir: GKBehavior {
init(targetSpeed: Float) {
super.init()
if targetSpeed > 0 {
setWeight(0.5, forGoal: GKGoal(toWander: targetSpeed))
}
}
}
How can I do this?
Thanks in advance
There doesn't seem to be a GKGoal(toEatFood:withFrequency:) API, so you'll have to step back a bit toandthink about how to set the agent's goals to achieve your goals.
If you want the agent to stop wandering, or stop following a path, for some period of time, what you want is for those to no longer be its goals. (And furthermore, you want it to stop, not continue with whatever direction and speed when you took away its goals, so you'll want to introduce a toReachTargetSpeed: goal for a speed of zero.)
There are two general ways to do this:
Have your behavior include wander, follow-path, and speed (of zero) goals, with weights set such that wander and follow-path outweigh speed. When you want to switch between wander+path behavior and stopping behavior, use setWeight(_:forGoal:) to make the speed goal outweigh the others.
Have one behavior that includes wander and follow-path goals, and another with a speed (of zero) goal, and set the agent's behavior property when you want to switch between them.
Ok, i found a solution with #rickster suggestion. I post it if can help someone.
I've added pause value.
if pause is true, the weight of speed change to 1, with GKGoal(toReachTargetSpeed: 0)
in WanderBehavoir class:
class WanderBehavoir: GKBehavior {
init(targetSpeed: Float, entityManager: EntityManager, pause: Bool) {
super.init()
var weightWander : Float = 1.0
var weightSpeed : Float = 0.0
if pause {
weightWander = 0
weightSpeed = 1
}
// | |
// --A--B--
// | |
if targetSpeed > 0 {
let lato = Float(500.0)
let pts = [vector_float2(-lato,0),vector_float2(+lato,0)]
let path = GKPath(points: UnsafeMutablePointer(pts), count: pts.count, radius: 980, cyclical: true)
let obstacleNode = entityManager.nodesWithUnitType(Tree)
let obstacles = SKNode.obstaclesFromNodePhysicsBodies(obstacleNode)
setWeight(0.5, forGoal: GKGoal(toAvoidObstacles: obstacles, maxPredictionTime: 0.5))
setWeight(0.2, forGoal: GKGoal(toStayOnPath: path, maxPredictionTime: 0.5))
setWeight(weightWander, forGoal: GKGoal(toWander: targetSpeed))
setWeight(weightSpeed, forGoal: GKGoal(toReachTargetSpeed: 0))
}
}
}
In class class MoveIdleComponent : GKAgent2D, GKAgentDelegate pause switch true and false after delta time randomly
private var lastUpdateInterval: NSTimeInterval = 0
var setPause = true
var randomTimeStop = NSTimeInterval(Int(5...8))
var randomTimeMove = NSTimeInterval(Int(10...20))
override func updateWithDeltaTime(seconds: NSTimeInterval) {
super.updateWithDeltaTime(seconds)
lastUpdateInterval += seconds
if setPause {
if lastUpdateInterval > randomTimeStop {
setPause = !setPause
lastUpdateInterval = 0
randomTimeMove = NSTimeInterval(Int(10...20))
}
}
else {
if lastUpdateInterval > randomTimeMove {
setPause = !setPause
lastUpdateInterval = 0
randomTimeStop = NSTimeInterval(Int(5...8))
}
}
print("randomTimeMove \(randomTimeMove)")
behavior = WanderBehavoir(targetSpeed: maxSpeed, entityManager: entityManager, pause: setPause)
}