I am trying to implement moving to another scene when a wheel stops rotating. The code I have is shown below. I cannot figure out how to detect when the velocity has reached 0.0?
import SpriteKit
import GameplayKit
class GameplayScene: SKScene {
var player: Player?;
override func didMove(to view: SKView) {
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
So from here, I would like to execute the following when the wheel has stopped spinning:
let play_scene = Questions(fileNamed: "QuestionsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
I have now edited the class and it looks as follows:
import SpriteKit
import GameplayKit
class GameplayScene: SKScene, SKSceneDelegate {
var player: Player?
override func didMove(to view: SKView) {
self.delegate = self
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.pinned = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didSimulatePhysics() {
if ((player?.physicsBody?.angularVelocity)! <= CGFloat(0.01))
{
print("Got it")
}
}
}
Problem is I still receive an error on the if statement within didSimulatePhysics function. The error I receive is "Thread 1: EXC_BAD_INSTRUCTION...."
Your wheel's SKPhysicsBody has a built-in property, angularVelocity, that tells you how fast it's spinning. You're already using it when you set it to r to start the wheel spinning.
To watch angularVelocity you can use didSimulatePhysics(). It gets called once every frame, right after the physics calculations are done. That will look something like this:
func didSimulatePhysics() {
if wheelIsSpinning && angularVelocity != nil && angularVelocity! <= CGFloat(0.001) {
wheelIsSpinning = false
// wheel has stopped
// add your code here
}
}
Due to the vagaries of physics modeling, the angularVelocity might never be exactly zero. So instead we watch for it to be less than some arbitrary threshold, in this case 0.001.
You don't want it to execute every frame when the wheel isn't moving, so I added a property wheelIsSpinning to keep track. You'll need to add it as an instance property to GameplayScene, and set it to true in spin().
Related
I would like to repeatedly show one of the two games cards, whenever the user touches the deckOfCards.
I got it working once so far, but when I tap on the deckOfCards again, the card does not change. Trying this with 10 or more card names, didn't work either.
class GameScene: SKScene {
let cardname = ["card2", "ace"]
let randomNumber = Int(arc4random_uniform(13))
var deckOfCards = SKSpriteNode()
var yourCard = SKSpriteNode()
override func didMove(to view: SKView) {
deckOfCards = self.childNode(withName: "deckOfCards") as! SKSpriteNode
yourCard = self.childNode(withName: "yourCard") as! SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.view?.endEditing(true)
for touch: AnyObject in touches {
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "deckOfCards" {
yourCard.texture = SKTexture(imageNamed: "\(cardname[randomNumber])")
}
}
}
randomNumber is a constant outside of touchesBegan. It never changes. Put it inside touchesBegan.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.view?.endEditing(true)
for touch: AnyObject in touches {
let location = touch.location(in: self)
let node = self.atPoint(location)
let randomNumber = Int(arc4random_uniform(13))
if node.name == "deckOfCards" {
yourCard.texture = SKTexture(imageNamed: "\(cardname[randomNumber])")
}
}
}
I have this code and I am trying to write a game. I want the car to go right one lane when there is a tap on the right side of the screen and left one lane when there is a tap on the left side of the screen. I wrote a function to move the car but I don't know how to get it to work. This is my code:
//
// GameScene.swift
// cargame
//
// Created by Pranav Sharan on 3/21/17.
// Copyright © 2017 Pranav Sharan. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let player:SKSpriteNode = self.childNode(withName: "car") as! SKSpriteNode
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self)
print(position.x)
print(position.y)
if position.x < 0 {
moveLeft(object: player)
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func moveLeft(object: SKSpriteNode){
let move = SKAction.moveTo(x: -20, duration: 0.5)
object.run(move)
}
}
Here is an example of how you can Accomplish this, Hope it helps.
class GameScene: SKScene {
var player = SKSpriteNode()
override func didMove(to view: SKView) {
player = SKSpriteNode(color: .purple, size: CGSize(width: 100, height: 100))
player.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(player)
}
func touchDown(atPoint position : CGPoint) {
if position.x < self.frame.midX
{
let move = SKAction.moveTo(x: self.frame.minX + 200, duration: 0.3)
player.run(move)
} else if position.x > self.frame.midX {
let move = SKAction.moveTo(x: self.frame.maxX - 200, duration: 0.3)
player.run(move)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
If a touch is less than the middle of the screen, The middle of the screen defined by self.frame.midX.
First thing I see is that you declare your player node in the didMove() function, which makes it invisible outside the scope of that function.
Declare the player node as a property of your GameScene class to make it available everywhere inside and outside of your class. Then, you assign your scene object to it. Your code would more likely look like that:
class GameScene: SKScene {
var player:SKSpriteNode
override func didMove(to view: SKView) {
self.player = self.childNode(withName: "car") as! SKSpriteNode
}
https://github.com/bmh3110/JackTheGiantGame
I'm unable to move my sprite left or right when the screen is touched. I'm just starting this game and I can't even get it to work. I've had this problem for a few days and it's getting really frustrating.
GameplayScene.swift
import SpriteKit
class GameplayScene: SKScene {
var player : Player?
var canMove = false
var moveLeft = false
var center : CGFloat?
override func didMoveToView(view: SKView) {
center = (self.scene?.size.width)! / (self.scene?.size.height)!
player = self.childNodeWithName("Player") as? Player!
}
override func update(currentTime: NSTimeInterval) {
managePlayer()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if location.x > center {
moveLeft = false
} else {
moveLeft = true
}
}
canMove = true
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
func managePlayer() {
if canMove {
player?.movePlayer(moveLeft)
}
}
}
Player.swift
import SpriteKit
class Player: SKSpriteNode {
func movePlayer(moveLeft: Bool) {
if moveLeft {
self.position.x = self.position.x - 7
} else {
self.position.x = self.position.x + 7
}
}
}
In the touchesEnded function set canMove = false
I'm moving a sprite by using the touchesMoved method. So far this is working fine, but the result looks a little bit unnatural. The sprite stops immediately, once the movement of my finger stops. A more natural impression would be, if the sprite continuous the movement a little time with an ease out function. Any idea how to implement this?
Here is my code:
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat = 0.0
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let xTouchPosition = touch.locationInNode(self).x
if xOrgPosition != 0.0 {
// calculate the new position
sprite!.position = CGPoint(x: sprite!.position.x - (xOrgPosition - xTouchPosition), y: sprite!.position.y)
}
// Store the current touch position to calculate the delta in the next iteration
xOrgPosition = xTouchPosition
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Reset value for the next swipe gesture
xOrgPosition = 0
}
}
Update:
I've made a short sample project, based on the answers from hamobi
Tutorial
Git repository
i think this might be what youre going for. let me know if you have any questions :)
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat?
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
xOrgPosition = touch.locationInNode(self).x
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
xOrgPosition = nil
}
override func update(currentTime: NSTimeInterval) {
if let xPos = xOrgPosition {
sprite!.position.x += (xPos - sprite!.position.x) * 0.1
}
}
}
Ok, working with ARKit in Swift here and trying to get a grip on this -
for my game controls I want to be able to control the point (position in 3d space) that the SCNNode is moving towards when the users finger is down on the screen, meaning started by the touchesBegan func.
I want it to be like Apple's fox game with the joystick her but in AR: https://developer.apple.com/library/content/samplecode/Fox/Introduction/Intro.html
My main issue is it doesn't seem that my SCNAction's position to move is being updated correctly on touchesMoved, and moreover I need the SCNNode to move at same speed to the position regardless of how far it is away.
Here's what I have, it is working but not correct:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = sceneView.hitTest(touch.location(in: sceneView), types: [ARHitTestResult.ResultType.featurePoint])
guard let hitFeature = results.last else { return }
checkIfNodeTapped(touches: touches, node: theDude.node)
theDude.moveToPos(pos: getARPos(hitFeature: hitFeature))
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = sceneView.hitTest(touch.location(in: sceneView), types: [ARHitTestResult.ResultType.featurePoint])
guard let hitFeature = results.last else { return }
theDude.updateWalkTo(pos: getARPos(hitFeature: hitFeature))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// if virtualObjectManager.virtualObjects.isEmpty {
//
// return
// }
// virtualObjectManager.reactToTouchesEnded(touches, with: event)
//Remove move actions
theDude.stopMoving()
}
func updateWalkTo(pos: SCNVector3)
{
walkAction = SCNAction.move(to: pos, duration: 1)
}
func moveToPos(pos: SCNVector3)
{
walkAction = SCNAction.move(to: pos, duration: 1)
self.node.runAction(walkAction, forKey: "walk")
}
func stopMoving()
{
self.node.removeAction(forKey: "walk")
}
where the walkAction is just a defined SCNAction. How can I fix this so that the node runs towards wherever the user's finger is on the screen (converted to AR points)?